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Yimeng Liu

Publications and source records attributed to Yimeng Liu.

27 records · Page 2Linked to original sources

LocoVR: Multiuser Indoor Locomotion Dataset in Virtual Reality

Understanding human locomotion is crucial for AI agents such as robots, particularly in complex indoor home environments. Modeling human trajectories in these spaces requires insight into how individuals maneuver around physical obstacles and manage social navigation dynamics. These dynamics include subtle behaviors influenced by proxemics - the social use of space, such as stepping aside to allow others to pass or choosing longer routes to avoid collisions. Previous research has developed datasets of human motion in indoor scenes, but these are often limited in scale and lack the nuanced social navigation dynamics common in home environments. To address this, we present LocoVR, a dataset of 7000+ two-person trajectories captured in virtual reality from over 130 different indoor home environments. LocoVR provides accurate trajectory data and precise spatial information, along with rich examples of socially-motivated movement behaviors. For example, the dataset captures instances of individuals navigating around each other in narrow spaces, adjusting paths to respect personal boundaries in living areas, and coordinating movements in high-traffic zones like entryways and kitchens. Our evaluation shows that LocoVR significantly enhances model performance in three practical indoor tasks utilizing human trajectories, and demonstrates predicting socially-aware navigation patterns in home environments.

cs.RO↗

ARLang: An Outdoor Augmented Reality Application for Portuguese Vocabulary Learning

With recent computer vision techniques and user-generated content, we can augment the physical world with metadata that describes attributes, such as names, geo-locations, and visual features of physical objects. To assess the benefits of these potentially ubiquitous labels for foreign vocabulary learning, we built a proof-of-concept system that displays bilingual text and sound labels on physical objects outdoors using augmented reality. Established tools for language learning have focused on effective content delivery methods such as books and flashcards. However, recent research and consumer learning tools have begun to focus on how learning can become more mobile, ubiquitous, and desirable. To test whether our system supports vocabulary learning, we conducted a preliminary between-subjects (N=44) study. Our results indicate that participants preferred learning with virtual labels on real-world objects outdoors over learning with flashcards. Our findings motivate further investigation into mobile AR-based learning systems in outdoor settings.

cs.HC↗

A Dual-Fusion Cognitive Diagnosis Framework for Open Student Learning Environments

Cognitive diagnosis model (CDM) is a fundamental and upstream component in intelligent education. It aims to infer students' mastery levels based on historical response logs. However, existing CDMs usually follow the ID-based embedding paradigm, which could often diminish the effectiveness of CDMs in open student learning environments. This is mainly because they can hardly directly infer new students' mastery levels or utilize new exercises or knowledge without retraining. Textual semantic information, due to its unified feature space and easy accessibility, can help alleviate this issue. Unfortunately, directly incorporating semantic information may not benefit CDMs, since it does not capture response-relevant features and thus discards the individual characteristics of each student. To this end, this paper proposes a dual-fusion cognitive diagnosis framework (DFCD) to address the challenge of aligning two different modalities, i.e., textual semantic features and response-relevant features. Specifically, in DFCD, we first propose the exercise-refiner and concept-refiner to make the exercises and knowledge concepts more coherent and reasonable via large language models. Then, DFCD encodes the refined features using text embedding models to obtain the semantic information. For response-related features, we propose a novel response matrix to fully incorporate the information within the response logs. Finally, DFCD designs a dual-fusion module to merge the two modal features. The ultimate representations possess the capability of inference in open student learning environments and can be also plugged in existing CDMs. Extensive experiments across real-world datasets show that DFCD achieves superior performance by integrating different modalities and strong adaptability in open student learning environments.

cs.AI↗

DanceGen: Supporting Choreography Ideation and Prototyping with Generative AI

Choreography creation requires high proficiency in artistic and technical skills. Choreographers typically go through four stages to create a dance piece: preparation, studio, performance, and reflection. This process is often individualized, complicated, and challenging due to multiple constraints at each stage. To assist choreographers, most prior work has focused on designing digital tools to support the last three stages of the choreography process, with the preparation stage being the least explored. To address this research gap, we introduce an AI-based approach to assist the preparation stage by supporting ideation, creating choreographic prototypes, and documenting creative attempts and outcomes. We address the limitations of existing AI-based motion generation methods for ideation by allowing generated sequences to be edited and modified in an interactive web interface. This capability is motivated by insights from a formative study we conducted with seven choreographers. We evaluated our system's functionality, benefits, and limitations with six expert choreographers. Results highlight the usability of our system, with users reporting increased efficiency, expanded creative possibilities, and an enhanced iterative process. We also identified areas for improvement, such as the relationship between user intent and AI outcome, intuitive and flexible user interaction design, and integration with existing physical choreography prototyping workflows. By reflecting on the evaluation results, we present three insights that aim to inform the development of future AI systems that can empower choreographers.

cs.HC↗

Interaction Design for Human-AI Choreography Co-creation

Human-AI co-creation aims to combine human and AI strengths for artistic results exceeding individual capabilities. Frameworks exist for painting, music, and poetry, but choreography's embodied nature demands a dedicated approach. This paper explores AI-assisted choreography techniques (e.g., generative ideation, embodied improvisation) and analyzes interaction design -- how humans and AI collaborate and communicate -- to inform the design considerations of future human-AI choreography co-creation systems.

cs.HC↗

Exploring AI-assisted Ideation and Prototyping for Choreography

Choreography creation is a multimodal endeavor, demanding cognitive abilities to develop creative ideas and technical expertise to convert choreographic ideas into physical dance movements. Previous endeavors have sought to reduce the complexities in the choreography creation process in both dimensions. Among them, non-AI-based systems have focused on reinforcing cognitive activities by helping analyze and understand dance movements and augmenting physical capabilities by enhancing body expressivity. On the other hand, AI-based methods have helped the creation of novel choreographic materials with generative AI algorithms. The choreography creation process is constrained by time and requires a rich set of resources to stimulate novel ideas, but the need for iterative prototyping and reduced physical dependence have not been adequately addressed by prior research. Recognizing these challenges and the research gap, we present an innovative AI-based choreography-support system. Our goal is to facilitate rapid ideation by utilizing a generative AI model that can produce diverse and novel dance sequences. The system is designed to support iterative digital dance prototyping through an interactive web-based user interface that enables the editing and modification of generated motion. We evaluated our system by inviting six choreographers to analyze its limitations and benefits and present the evaluation results along with potential directions for future work.

cs.HC↗

Emergent lifetime distribution from complex network systems aging

Most theoretical analysis for lifetime distribution explains origins of specific distribution based on independent failure. We develop a unified framework encompassing different lifetime distribution for failure-coupled network systems. We find three types of system lifetime distributions emerged from competence between system size N and failure coupling strength $ϕ$. System lifetime distribution can be describe by modified Weibull model, which degenerates into Gompertz model when N dominates and exponential distribution when $ϕ$ dominates. We derive asymptotic lifetime distribution. Specially, we derive a fundamental equation of thermodynamics for failure-coupled systems. Our study will help design highly reliable systems.

physics.soc-ph↗

Txt2Vid: Ultra-Low Bitrate Compression of Talking-Head Videos via Text

Video represents the majority of internet traffic today, driving a continual race between the generation of higher quality content, transmission of larger file sizes, and the development of network infrastructure. In addition, the recent COVID-19 pandemic fueled a surge in the use of video conferencing tools. Since videos take up considerable bandwidth (~100 Kbps to a few Mbps), improved video compression can have a substantial impact on network performance for live and pre-recorded content, providing broader access to multimedia content worldwide. We present a novel video compression pipeline, called Txt2Vid, which dramatically reduces data transmission rates by compressing webcam videos ("talking-head videos") to a text transcript. The text is transmitted and decoded into a realistic reconstruction of the original video using recent advances in deep learning based voice cloning and lip syncing models. Our generative pipeline achieves two to three orders of magnitude reduction in the bitrate as compared to the standard audio-video codecs (encoders-decoders), while maintaining equivalent Quality-of-Experience based on a subjective evaluation by users (n = 242) in an online study. The Txt2Vid framework opens up the potential for creating novel applications such as enabling audio-video communication during poor internet connectivity, or in remote terrains with limited bandwidth. The code for this work is available at https://github.com/tpulkit/txt2vid.git.

eess.IV↗

CrowdOS: A Ubiquitous Operating System for Crowdsourcing and Mobile Crowd Sensing

With the rise of crowdsourcing and mobile crowdsensing techniques, a large number of crowdsourcing applications or platforms (CAP) have appeared. In the mean time, CAP-related models and frameworks based on different research hypotheses are rapidly emerging, and they usually address specific issues from a certain perspective. Due to different settings and conditions, different models are not compatible with each other. However, CAP urgently needs to combine these techniques to form a unified framework. In addition, these models needs to be learned and updated online with the extension of crowdsourced data and task types, thus requiring a unified architecture that integrates lifelong learning concepts and breaks down the barriers between different modules. This paper draws on the idea of ubiquitous operating systems and proposes a novel OS (CrowdOS), which is an abstract software layer running between native OS and application layer. In particular, based on an in-depth analysis of the complex crowd environment and diverse characteristics of heterogeneous tasks, we construct the OS kernel and three core frameworks including Task Resolution and Assignment Framework (TRAF), Integrated Resource Management (IRM), and Task Result quality Optimization (TRO). In addition, we validate the usability of CrowdOS, module correctness and development efficiency. Our evaluation further reveals TRO brings enormous improvement in efficiency and a reduction in energy consumption.

cs.CY↗