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Xun Qian

Publications and source records attributed to Xun Qian.

At least 19 recordsLinked to original sources

DOBI: Dynamic Opportunistic Body Input via Spare Joint Recruitment for Hands-Free XR

Extended Reality (XR) systems are often most useful when users are engaged in ongoing physical tasks, yet current interaction techniques still largely assume the hands are available. We present opportunistic body input, an interaction paradigm that redirects continuous XR control to whichever available body region remains free in the moment. To investigate how users naturally coordinate these spare-body movements, we conducted an elicitation study across six hand-busy scenarios. We found that while users' preferred spare body regions shift dynamically based on physical constraints, the resulting spontaneous movements share a consistent, low-dimensional kinematic structure organized around a dominant principal axis. Building on these findings, we present DOBI (Dynamic Opportunistic Body Input), a real-time XR technique that uses gaze to target a UI element, a brief trigger gesture to identify the recruited spare body region, and the region's subsequent motion to drive continuous 1D control. A 1D Fitts' law study establishes the baseline motor performance of this paradigm across four distinct body regions, achieving throughputs up to 2.62 bits/s with an overall 5.0% error rate, and a dual-task usability study shows that DOBI supports reliable, low-effort control (SUS = 84.2) while users remain engaged in realistic hand-busy activities.

cs.HC

Convergence Analysis of Muon-type Methods with Inexact LMO in the Degenerate Case

Muon-type methods have demonstrated potentially superior performance over Adam and its variants, and have shown hyperparameter transferability across model sizes when specific norms are chosen for the LMO in deep architectures. However, while the LMO is solved approximately via iterative algorithms in practice, most convergence analyses consider the ideal case where the search direction is the exact solution to the LMO. Recently, the inexact Muon update was analyzed by Shulgin et al. [2025], which reveals a fundamental coupling between the inexactness and the optimal step size and momentum. However, the convergence is guaranteed for the non-degenerate case only, i.e., the smallest positive singular value of the rescaled momentum is assumed to be bounded below by some positive constant when the spectral norm is used. In this work, we investigate Muon-type methods with inexact LMO in the degenerate case, where the smallest positive singular value of the rescaled momentum can approach zero, for the general non-convex case and the star-convex case with weight decay. Novel assumptions are proposed to address the challenges posed by inexact LMO in such degenerate scenarios, and convergence rates are established under the layer-wise $(L^0, L^1)$-smooth assumption for both cases.

math.OC

Deco: Extending Personal Physical Objects into Pervasive AI Companion through a Dual-Embodiment Framework

Individuals frequently form deep attachments to physical objects (e.g., plush toys) that usually cannot sense or respond to their emotions. While AI companions offer responsiveness and personalization, they exist independently of these physical objects and lack an ongoing connection to them. To bridge this gap, we conducted a formative study (N=9) to explore how digital agents could inherit and extend the emotional bond, deriving four design principles (Faithful Identity, Calibrated Agency, Ambient Presence, and Reciprocal Memory). We then present the Dual-Embodiment Companion Framework, instantiated as Deco, a mobile system integrating multimodal Large Language Models (LLMs) and Augmented Reality to create synchronized digital embodiments of users' physical companions. A within-subjects study (N=25) showed Deco significantly outperformed a personalized LLM-empowered digital companion baseline on perceived companionship, emotional bond, and design-principle scales (all p<0.01). A seven-day field deployment (N=17) showed sustained engagement, subjective well-being improvement (p=.040), and three key relational patterns: digital activities retroactively vitalized physical objects, bond deepening was driven by emotional engagement depth rather than interaction frequency, and users sustained bonds while actively navigating digital companions' AI nature. This work highlights a promising alternative for designing digital companions: moving from creating new relationships to dual embodiment, where digital agents seamlessly extend the emotional history of physical objects.

cs.HC

Broximal Alignment for Global Non-Convex Optimization

Most non-convex optimization theory is built around gradient dynamics, leaving global convergence largely unexplored. The dominant paradigm focuses on stationarity, certifying only that the gradient norm vanishes, which is often a weak proxy for actual optimization success. In practice, gradient norms can stagnate or even increase during training, and stationary points may be far from global solutions. In this work, we propose a new framework for global non-convex optimization that avoids gradient-based reasoning altogether. We revisit the Ball Proximal Point Method (BPM), a trust-region-style algorithm introduced by Gruntkowska et al. (2025), and propose a novel structural condition - Broximal Alignment - under which BPM provably converges to a global minimizer. Our condition requires no convexity, smoothness, or Lipschitz assumptions, and it permits multiple and disconnected global minima as well as non-optimal local minima. We show that this class generalizes standard non-convex frameworks such as quasiconvexity, star convexity, quasar convexity, and the aiming condition. Our results provide a new conceptual foundation for global non-convex optimization beyond stationarity.

math.OC

Communication-Efficient Gluon in Federated Learning

Recent developments have shown that Muon-type optimizers based on linear minimization oracles (LMOs) over non-Euclidean norm balls have the potential to get superior practical performance than Adam-type methods in the training of large language models. Since large-scale neural networks are trained across massive machines, communication cost becomes the bottleneck. To address this bottleneck, we investigate Gluon, which is an extension of Muon under the more general layer-wise $(L^0, L^1)$-smooth setting, with both unbiased and contraction compressors. In order to reduce the compression error, we employ the variance reduced technique in SARAH in our compressed methods. The convergence rates and improved communication cost are achieved under certain conditions. As a byproduct, a new variance reduced algorithm with faster convergence rate than Gluon is obtained. We also incorporate momentum variance reduction (MVR) to these compressed algorithms and comparable communication cost is derived under weaker conditions when $L_i^1 \neq 0$. Finally, several numerical experiments are conducted to verify the superior performance of our compressed algorithms in terms of communication cost.

cs.LG

Vibe Coding XR: Accelerating AI + XR Prototyping with XR Blocks and Gemini

While large language models (LLMs) have accelerated 2D software development through intent-driven "vibe coding", prototyping intelligent Extended Reality (XR) experiences remains a major challenge. The fundamental barrier is not just the steep learning curve for human creators, but that low-level sensor APIs and complex game engine hierarchies are ill-suited for LLM reasoning, routinely exceeding context windows and inducing syntax hallucinations. To bridge this gap, we contribute XR Blocks, an open-source, LLM-native WebXR framework. Unlike traditional engines, XR Blocks introduces a semantic "Reality Model" that aligns spatial computing primitives (users, physical environments, and agents) with natural language, providing a robust, concise vocabulary optimized for generative AI. Building upon this foundation, we present Vibe Coding XR, an end-to-end prototyping workflow that leverages LLMs to translate high-level prompts (e.g., "create a dandelion that reacts to my hand") directly into functional, physics-aware mixed-reality applications. To minimize the friction of on-device testing, the workflow introduces a seamless desktop "simulated reality" to headset deployment loop. Finally, we introduce VCXR60, a pilot dataset of 60 XR prompts paired with an automated evaluation pipeline. Our technical evaluation demonstrates high one-shot execution success, enabling practitioners to bypass lowlevel hurdles and rapidly move from "idea to reality". Code and live demos are available at https://github.com/google/xrblocks and http://xrblocks.github.io/gem.

cs.HC

Muon is Provably Faster with Momentum Variance Reduction

Recent empirical research has demonstrated that deep learning optimizers based on the linear minimization oracle (LMO) over specifically chosen Non-Euclidean norm balls, such as Muon and Scion, outperform Adam-type methods in the training of large language models. In this work, we show that such optimizers can be provably improved by replacing their vanilla momentum by momentum variance reduction (MVR). Instead of proposing and analyzing MVR variants of Muon and Scion separately, we incorporate MVR into the recently proposed Gluon framework, which captures Muon, Scion and other specific Non-Euclidean LMO-based methods as special cases, and at the same time works with a more general smoothness assumption which better captures the layer-wise structure of neural networks. In the non-convex case, we incorporate MVR into Gluon in three different ways. All of them improve the convergence rate from ${\cal O} (\frac{1}{K^{1/4}})$ to ${\cal O} (\frac{1}{K^{1/3}})$. Additionally, we provide improved rates in the star-convex case. Finally, we conduct several numerical experiments that verify the superior performance of our proposed algorithms in terms of iteration complexity.

math.OC

Enhancing XR Auditory Realism via Multimodal Scene-Aware Acoustic Rendering

In Extended Reality (XR), rendering sound that accurately simulates real-world acoustics is pivotal in creating lifelike and believable virtual experiences. However, existing XR spatial audio rendering methods often struggle with real-time adaptation to diverse physical scenes, causing a sensory mismatch between visual and auditory cues that disrupts user immersion. To address this, we introduce SAMOSA, a novel on-device system that renders spatially accurate sound by dynamically adapting to its physical environment. SAMOSA leverages a synergistic multimodal scene representation by fusing real-time estimations of room geometry, surface materials, and semantic-driven acoustic context. This rich representation then enables efficient acoustic calibration via scene priors, allowing the system to synthesize a highly realistic Room Impulse Response (RIR). We validate our system through technical evaluation using acoustic metrics for RIR synthesis across various room configurations and sound types, alongside an expert evaluation (N=12). Evaluation results demonstrate SAMOSA's feasibility and efficacy in enhancing XR auditory realism.

cs.HC

XR Blocks: Accelerating Human-centered AI + XR Innovation

We are on the cusp where Artificial Intelligence (AI) and Extended Reality (XR) are converging to unlock new paradigms of interactive computing. However, a significant gap exists between the ecosystems of these two fields: while AI research and development is accelerated by mature frameworks like JAX and benchmarks like LMArena, prototyping novel AI-driven XR interactions remains a high-friction process, often requiring practitioners to manually integrate disparate, low-level systems for perception, rendering, and interaction. To bridge this gap, we present XR Blocks, a cross-platform framework designed to accelerate human-centered AI + XR innovation. XR Blocks strives to provide a modular architecture with plug-and-play components for core abstraction in AI + XR: user, world, peers; interface, context, and agents. Crucially, it is designed with the mission of "reducing frictions from idea to reality", thus accelerating rapid prototyping of AI + XR apps. Built upon accessible technologies (WebXR, three.js, TensorFlow, Gemini), our toolkit lowers the barrier to entry for XR creators. We demonstrate its utility through a set of open-source templates, samples, and advanced demos, empowering the community to quickly move from concept to interactive XR prototype. Site: https://xrblocks.github.io

cs.HC

Sensible Agent: A Framework for Unobtrusive Interaction with Proactive AR Agents

Proactive AR agents promise context-aware assistance, but their interactions often rely on explicit voice prompts or responses, which can be disruptive or socially awkward. We introduce Sensible Agent, a framework designed for unobtrusive interaction with these proactive agents. Sensible Agent dynamically adapts both "what" assistance to offer and, crucially, "how" to deliver it, based on real-time multimodal context sensing. Informed by an expert workshop (n=12) and a data annotation study (n=40), the framework leverages egocentric cameras, multimodal sensing, and Large Multimodal Models (LMMs) to infer context and suggest appropriate actions delivered via minimally intrusive interaction modes. We demonstrate our prototype on an XR headset through a user study (n=10) in both AR and VR scenarios. Results indicate that Sensible Agent significantly reduces perceived interaction effort compared to voice-prompted baseline, while maintaining high usability and achieving higher preference.

cs.HC

NoteIt: A System Converting Instructional Videos to Interactable Notes Through Multimodal Video Understanding

Users often take notes for instructional videos to access key knowledge later without revisiting long videos. Automated note generation tools enable users to obtain informative notes efficiently. However, notes generated by existing research or off-the-shelf tools fail to preserve the information conveyed in the original videos comprehensively, nor can they satisfy users' expectations for diverse presentation formats and interactive features when using notes digitally. In this work, we present NoteIt, a system, which automatically converts instructional videos to interactable notes using a novel pipeline that faithfully extracts hierarchical structure and multimodal key information from videos. With NoteIt's interface, users can interact with the system to further customize the content and presentation formats of the notes according to their preferences. We conducted both a technical evaluation and a comparison user study (N=36). The solid performance in objective metrics and the positive user feedback demonstrated the effectiveness of the pipeline and the overall usability of NoteIt. Project website: https://zhaorunning.github.io/NoteIt/

cs.HC

A matrix-free interior point continuous trajectory for linearly constrained convex programming

Interior point methods for solving linearly constrained convex programming involve a variable projection matrix at each iteration to deal with the linear constraints. This matrix often becomes ill-conditioned near the boundary of the feasible region that results in wrong search directions and extra computational cost. A matrix-free interior point augmented Lagrangian continuous trajectory is therefore proposed and studied for linearly constrained convex programming. A closely related ordinary differential equation (ODE) system is formulated. In this ODE system, the variable projection matrix is no longer needed. By only assuming the existence of an optimal solution, we show that, starting from any interior feasible point, (i) the interior point augmented Lagrangian continuous trajectory is convergent; and (ii) the limit point is indeed an optimal solution of the original optimization problem. Moreover, with the addition of the strictly complementarity condition, we show that the associated Lagrange multiplier converges to an optimal solution of the Lagrangian dual problem. Based on the studied ODE system, several possible search directions for discrete algorithms are proposed and discussed.

math.OC

A Stochastic Block-coordinate Proximal Newton Method for Nonconvex Composite Minimization

This paper presents a stochastic block-coordinate proximal Newton method for minimizing the sum of a blockwise Lipschitz-continuously differentiable function and a separable nonsmooth convex function. At each iteration, the method randomly selects one block and approximately solves a strongly convex regularized quadratic subproblem built from a second-order local model of the smooth part of the objective function, with a backtracking line search to ensure monotonicity of the objective. Under mild sampling assumptions, we show that its convergence properties match those of the inexact proximal Newton method. We further develop a line-search-free variant, where the strongly convex regularized quadratic subproblem is constructed using the Lipschitz constant of the gradient of the smooth component. For this variant, under a suitable parameter setting, we establish the global convergence rate of the residual mapping as well as the superlinear convergence rate of the iterates under the metric \(q\)-subregularity property with \(q > 1\) of the residual mapping for nonconvex composite problems. Under a suitable parameter setting, a more restrictive condition on the Hessian approximation, and the H\"olderian error bound condition (\(q\in(0, 1]\)) of the residual mapping, we also prove the local superlinear/quadratic convergence rate of both the residual mapping and the iterates for convex composite problems. Finally, numerical experiments are conducted to demonstrate the effectiveness and convergence behavior of the proposed algorithm.

math.OC

Thing2Reality: Transforming 2D Content into Conditioned Multiviews and 3D Gaussian Objects for XR Communication

During remote communication, participants often share both digital and physical content, such as product designs, digital assets, and environments, to enhance mutual understanding. Recent advances in augmented communication have facilitated users to swiftly create and share digital 2D copies of physical objects from video feeds into a shared space. However, conventional 2D representations of digital objects restricts users' ability to spatially reference items in a shared immersive environment. To address this, we propose Thing2Reality, an Extended Reality (XR) communication platform that enhances spontaneous discussions of both digital and physical items during remote sessions. With Thing2Reality, users can quickly materialize ideas or physical objects in immersive environments and share them as conditioned multiview renderings or 3D Gaussians. Thing2Reality enables users to interact with remote objects or discuss concepts in a collaborative manner. Our user study revealed that the ability to interact with and manipulate 3D representations of objects significantly enhances the efficiency of discussions, with the potential to augment discussion of 2D artifacts.

cs.HC

Deep Learning for Multi-Country GDP Prediction: A Study of Model Performance and Data Impact

GDP is a vital measure of a country's economic health, reflecting the total value of goods and services produced. Forecasting GDP growth is essential for economic planning, as it helps governments, businesses, and investors anticipate trends, make informed decisions, and promote stability and growth. While most previous works focus on the prediction of the GDP growth rate for a single country or by machine learning methods, in this paper we give a comprehensive study on the GDP growth forecasting in the multi-country scenario by deep learning algorithms. For the prediction of the GDP growth where only GDP growth values are used, linear regression is generally better than deep learning algorithms. However, for the regression and the prediction of the GDP growth with selected economic indicators, deep learning algorithms could be superior to linear regression. We also investigate the influence of the novel data -- the light intensity data on the prediction of the GDP growth, and numerical experiments indicate that they do not necessarily improve the prediction performance. Code is provided at https://github.com/Sariel2018/Multi-Country-GDP-Prediction.git.

econ.GN

DocReLM: Mastering Document Retrieval with Language Model

With over 200 million published academic documents and millions of new documents being written each year, academic researchers face the challenge of searching for information within this vast corpus. However, existing retrieval systems struggle to understand the semantics and domain knowledge present in academic papers. In this work, we demonstrate that by utilizing large language models, a document retrieval system can achieve advanced semantic understanding capabilities, significantly outperforming existing systems. Our approach involves training the retriever and reranker using domain-specific data generated by large language models. Additionally, we utilize large language models to identify candidates from the references of retrieved papers to further enhance the performance. We use a test set annotated by academic researchers in the fields of quantum physics and computer vision to evaluate our system's performance. The results show that DocReLM achieves a Top 10 accuracy of 44.12% in computer vision, compared to Google Scholar's 15.69%, and an increase to 36.21% in quantum physics, while that of Google Scholar is 12.96%.

cs.IR

Fast-Forward Reality: Authoring Error-Free Context-Aware Policies with Real-Time Unit Tests in Extended Reality

Advances in ubiquitous computing have enabled end-user authoring of context-aware policies (CAPs) that control smart devices based on specific contexts of the user and environment. However, authoring CAPs accurately and avoiding run-time errors is challenging for end-users as it is difficult to foresee CAP behaviors under complex real-world conditions. We propose Fast-Forward Reality, an Extended Reality (XR) based authoring workflow that enables end-users to iteratively author and refine CAPs by validating their behaviors via simulated unit test cases. We develop a computational approach to automatically generate test cases based on the authored CAP and the user's context history. Our system delivers each test case with immersive visualizations in XR, facilitating users to verify the CAP behavior and identify necessary refinements. We evaluated Fast-Forward Reality in a user study (N=12). Our authoring and validation process improved the accuracy of CAPs and the users provided positive feedback on the system usability.

cs.HC

Communication-Efficient Distributed Learning with Local Immediate Error Compensation

Gradient compression with error compensation has attracted significant attention with the target of reducing the heavy communication overhead in distributed learning. However, existing compression methods either perform only unidirectional compression in one iteration with higher communication cost, or bidirectional compression with slower convergence rate. In this work, we propose the Local Immediate Error Compensated SGD (LIEC-SGD) optimization algorithm to break the above bottlenecks based on bidirectional compression and carefully designed compensation approaches. Specifically, the bidirectional compression technique is to reduce the communication cost, and the compensation technique compensates the local compression error to the model update immediately while only maintaining the global error variable on the server throughout the iterations to boost its efficacy. Theoretically, we prove that LIEC-SGD is superior to previous works in either the convergence rate or the communication cost, which indicates that LIEC-SGD could inherit the dual advantages from unidirectional compression and bidirectional compression. Finally, experiments of training deep neural networks validate the effectiveness of the proposed LIEC-SGD algorithm.

cs.LG