Searcharxiv⌕ Search

arXiv subjects

Yiming Luo

Publications and source records attributed to Yiming Luo.

35 records · Page 2Linked to original sources

FERMI: Flexible Radio Mapping with a Hybrid Propagation Model and Scalable Autonomous Data Collection

Communication is fundamental for multi-robot collaboration, with accurate radio mapping playing a crucial role in predicting signal strength between robots. However, modeling radio signal propagation in large and occluded environments is challenging due to complex interactions between signals and obstacles. Existing methods face two key limitations: they struggle to predict signal strength for transmitter-receiver pairs not present in the training set, while also requiring extensive manual data collection for modeling, making them impractical for large, obstacle-rich scenarios. To overcome these limitations, we propose FERMI, a flexible radio mapping framework. FERMI combines physics-based modeling of direct signal paths with a neural network to capture environmental interactions with radio signals. This hybrid model learns radio signal propagation more efficiently, requiring only sparse training data. Additionally, FERMI introduces a scalable planning method for autonomous data collection using a multi-robot team. By increasing parallelism in data collection and minimizing robot travel costs between regions, overall data collection efficiency is significantly improved. Experiments in both simulation and real-world scenarios demonstrate that FERMI enables accurate signal prediction and generalizes well to unseen positions in complex environments. It also supports fully autonomous data collection and scales to different team sizes, offering a flexible solution for creating radio maps. Our code is open-sourced at https://github.com/ymLuo1214/Flexible-Radio-Mapping.

cs.RO↗

Enhanced Bloom's Educational Taxonomy for Fostering Information Literacy in the Era of Large Language Models

The advent of Large Language Models (LLMs) has profoundly transformed the paradigms of information retrieval and problem-solving, enabling students to access information acquisition more efficiently to support learning. However, there is currently a lack of standardized evaluation frameworks that guide learners in effectively leveraging LLMs. This paper proposes an LLM-driven Bloom's Educational Taxonomy that aims to recognize and evaluate students' information literacy (IL) with LLMs, and to formalize and guide students practice-based activities of using LLMs to solve complex problems. The framework delineates the IL corresponding to the cognitive abilities required to use LLM into two distinct stages: Exploration & Action and Creation & Metacognition. It further subdivides these into seven phases: Perceiving, Searching, Reasoning, Interacting, Evaluating, Organizing, and Curating. Through the case presentation, the analysis demonstrates the framework's applicability and feasibility, supporting its role in fostering IL among students with varying levels of prior knowledge. This framework fills the existing gap in the analysis of LLM usage frameworks and provides theoretical support for guiding learners to improve IL.

cs.IR↗

Enhancing Exploratory Learning through Exploratory Search with the Emergence of Large Language Models

In the information era, how learners find, evaluate, and effectively use information has become a challenging issue, especially with the added complexity of large language models (LLMs) that have further confused learners in their information retrieval and search activities. This study attempts to unpack this complexity by combining exploratory search strategies with the theories of exploratory learning to form a new theoretical model of exploratory learning from the perspective of students' learning. Our work adapts Kolb's learning model by incorporating high-frequency exploration and feedback loops, aiming to promote deep cognitive and higher-order cognitive skill development in students. Additionally, this paper discusses and suggests how advanced LLMs integrated into information retrieval and information theory can support students in their exploratory searches, contributing theoretically to promoting student-computer interaction and supporting their learning journeys in the new era with LLMs.

cs.IR↗

SOAR: Simultaneous Exploration and Photographing with Heterogeneous UAVs for Fast Autonomous Reconstruction

Unmanned Aerial Vehicles (UAVs) have gained significant popularity in scene reconstruction. This paper presents SOAR, a LiDAR-Visual heterogeneous multi-UAV system specifically designed for fast autonomous reconstruction of complex environments. Our system comprises a LiDAR-equipped explorer with a large field-of-view (FoV), alongside photographers equipped with cameras. To ensure rapid acquisition of the scene's surface geometry, we employ a surface frontier-based exploration strategy for the explorer. As the surface is progressively explored, we identify the uncovered areas and generate viewpoints incrementally. These viewpoints are then assigned to photographers through solving a Consistent Multiple Depot Multiple Traveling Salesman Problem (Consistent-MDMTSP), which optimizes scanning efficiency while ensuring task consistency. Finally, photographers utilize the assigned viewpoints to determine optimal coverage paths for acquiring images. We present extensive benchmarks in the realistic simulator, which validates the performance of SOAR compared with classical and state-of-the-art methods. For more details, please see our project page at https://sysu-star.github.io/SOAR}{sysu-star.github.io/SOAR.

cs.RO↗

Ensemble BERT: A student social network text sentiment classification model based on ensemble learning and BERT architecture

The mental health assessment of middle school students has always been one of the focuses in the field of education. This paper introduces a new ensemble learning network based on BERT, employing the concept of enhancing model performance by integrating multiple classifiers. We trained a range of BERT-based learners, which combined using the majority voting method. We collect social network text data of middle school students through China's Weibo and apply the method to the task of classifying emotional tendencies in middle school students' social network texts. Experimental results suggest that the ensemble learning network has a better performance than the base model and the performance of the ensemble learning model, consisting of three single-layer BERT models, is barely the same as a three-layer BERT model but requires 11.58% more training time. Therefore, in terms of balancing prediction effect and efficiency, the deeper BERT network should be preferred for training. However, for interpretability, network ensembles can provide acceptable solutions.

cs.CL↗

Closing the gap between open-source and commercial large language models for medical evidence summarization

Large language models (LLMs) hold great promise in summarizing medical evidence. Most recent studies focus on the application of proprietary LLMs. Using proprietary LLMs introduces multiple risk factors, including a lack of transparency and vendor dependency. While open-source LLMs allow better transparency and customization, their performance falls short compared to proprietary ones. In this study, we investigated to what extent fine-tuning open-source LLMs can further improve their performance in summarizing medical evidence. Utilizing a benchmark dataset, MedReview, consisting of 8,161 pairs of systematic reviews and summaries, we fine-tuned three broadly-used, open-sourced LLMs, namely PRIMERA, LongT5, and Llama-2. Overall, the fine-tuned LLMs obtained an increase of 9.89 in ROUGE-L (95% confidence interval: 8.94-10.81), 13.21 in METEOR score (95% confidence interval: 12.05-14.37), and 15.82 in CHRF score (95% confidence interval: 13.89-16.44). The performance of fine-tuned LongT5 is close to GPT-3.5 with zero-shot settings. Furthermore, smaller fine-tuned models sometimes even demonstrated superior performance compared to larger zero-shot models. The above trends of improvement were also manifested in both human and GPT4-simulated evaluations. Our results can be applied to guide model selection for tasks demanding particular domain knowledge, such as medical evidence summarization.

cs.CL↗

H3-Mapping: Quasi-Heterogeneous Feature Grids for Real-time Dense Mapping Using Hierarchical Hybrid Representation

In recent years, implicit online dense mapping methods have achieved high-quality reconstruction results, showcasing great potential in robotics, AR/VR, and digital twins applications. However, existing methods struggle with slow texture modeling which limits their real-time performance. To address these limitations, we propose a NeRF-based dense mapping method that enables faster and higher-quality reconstruction. To improve texture modeling, we introduce quasi-heterogeneous feature grids, which inherit the fast querying ability of uniform feature grids while adapting to varying levels of texture complexity. Besides, we present a gradient-aided coverage-maximizing strategy for keyframe selection that enables the selected keyframes to exhibit a closer focus on rich-textured regions and a broader scope for weak-textured areas. Experimental results demonstrate that our method surpasses existing NeRF-based approaches in texture fidelity, geometry accuracy, and time consumption. The code for our method will be available at: https://github.com/SYSU-STAR/H3-Mapping.

cs.RO↗

Star-Searcher: A Complete and Efficient Aerial System for Autonomous Target Search in Complex Unknown Environments

This paper tackles the challenge of autonomous target search using unmanned aerial vehicles (UAVs) in complex unknown environments. To fill the gap in systematic approaches for this task, we introduce Star-Searcher, an aerial system featuring specialized sensor suites, mapping, and planning modules to optimize searching. Path planning challenges due to increased inspection requirements are addressed through a hierarchical planner with a visibility-based viewpoint clustering method. This simplifies planning by breaking it into global and local sub-problems, ensuring efficient global and local path coverage in real-time. Furthermore, our global path planning employs a history-aware mechanism to reduce motion inconsistency from frequent map changes, significantly enhancing search efficiency. We conduct comparisons with state-of-the-art methods in both simulation and the real world, demonstrating shorter flight paths, reduced time, and higher target search completeness. Our approach will be open-sourced for community benefit at https://github.com/SYSU-STAR/STAR-Searcher.

cs.RO↗

Multiple Appropriate Facial Reaction Generation in Dyadic Interaction Settings: What, Why and How?

According to the Stimulus Organism Response (SOR) theory, all human behavioral reactions are stimulated by context, where people will process the received stimulus and produce an appropriate reaction. This implies that in a specific context for a given input stimulus, a person can react differently according to their internal state and other contextual factors. Analogously, in dyadic interactions, humans communicate using verbal and nonverbal cues, where a broad spectrum of listeners' non-verbal reactions might be appropriate for responding to a specific speaker behaviour. There already exists a body of work that investigated the problem of automatically generating an appropriate reaction for a given input. However, none attempted to automatically generate multiple appropriate reactions in the context of dyadic interactions and evaluate the appropriateness of those reactions using objective measures. This paper starts by defining the facial Multiple Appropriate Reaction Generation (fMARG) task for the first time in the literature and proposes a new set of objective evaluation metrics to evaluate the appropriateness of the generated reactions. The paper subsequently introduces a framework to predict, generate, and evaluate multiple appropriate facial reactions.

cs.CV↗

Self-supervised Video-centralised Transformer for Video Face Clustering

This paper presents a novel method for face clustering in videos using a video-centralised transformer. Previous works often employed contrastive learning to learn frame-level representation and used average pooling to aggregate the features along the temporal dimension. This approach may not fully capture the complicated video dynamics. In addition, despite the recent progress in video-based contrastive learning, few have attempted to learn a self-supervised clustering-friendly face representation that benefits the video face clustering task. To overcome these limitations, our method employs a transformer to directly learn video-level representations that can better reflect the temporally-varying property of faces in videos, while we also propose a video-centralised self-supervised framework to train the transformer model. We also investigate face clustering in egocentric videos, a fast-emerging field that has not been studied yet in works related to face clustering. To this end, we present and release the first large-scale egocentric video face clustering dataset named EasyCom-Clustering. We evaluate our proposed method on both the widely used Big Bang Theory (BBT) dataset and the new EasyCom-Clustering dataset. Results show the performance of our video-centralised transformer has surpassed all previous state-of-the-art methods on both benchmarks, exhibiting a self-attentive understanding of face videos.

cs.CV↗

Collaborative Remote Control of Unmanned Ground Vehicles in Virtual Reality

Virtual reality (VR) technology is commonly used in entertainment applications; however, it has also been deployed in practical applications in more serious aspects of our lives, such as safety. To support people working in dangerous industries, VR can ensure operators manipulate standardized tasks and work collaboratively to deal with potential risks. Surprisingly, little research has focused on how people can collaboratively work in VR environments. Few studies have paid attention to the cognitive load of operators in their collaborative tasks. Once task demands become complex, many researchers focus on optimizing the design of the interaction interfaces to reduce the cognitive load on the operator. That approach could be of merit; however, it can actually subject operators to a more significant cognitive load and potentially more errors and a failure of collaboration. In this paper, we propose a new collaborative VR system to support two teleoperators working in the VR environment to remote control an uncrewed ground vehicle. We use a compared experiment to evaluate the collaborative VR systems, focusing on the time spent on tasks and the total number of operations. Our results show that the total number of processes and the cognitive load during operations were significantly lower in the two-person group than in the single-person group. Our study sheds light on designing VR systems to support collaborative work with respect to the flow of work of teleoperators instead of simply optimizing the design outcomes.

cs.HC↗

In-Device Feedback in Immersive Head-Mounted Displays for Distance Perception During Teleoperation of Unmanned Ground Vehicles

In recent years, Virtual Reality (VR) Head-Mounted Displays (HMD) have been used to provide an immersive, first-person view in real-time for the remote-control of Unmanned Ground Vehicles (UGV). One critical issue is that it is challenging to perceive the distance of obstacles surrounding the vehicle from 2D views in the HMD, which deteriorates the control of UGV. Conventional distance indicators used in HMD take up screen space which leads clutter on the display and can further reduce situation awareness of the physical environment. To address the issue, in this paper we propose off-screen in-device feedback using vibro-tactile and/or light-visual cues to provide real-time distance information for the remote control of UGV. Results from a study show a significantly better performance with either feedback type, reduced workload and improved usability in a driving task that requires continuous perception of the distance between the UGV and its environmental objects or obstacles. Our findings show a solid case for in-device vibro-tactile and/or light-visual feedback to support remote operation of UGVs that highly relies on distance perception of objects.

cs.HC↗

RelicVR: A Virtual Reality Game for Active Exploration of Archaeological Relics

Digitalization is changing how people visit museums and explore the artifacts they house. Museums, as important educational venues outside classrooms, need to actively explore the application of digital interactive media, including games that can balance entertainment and knowledge acquisition. In this paper, we introduce RelicVR, a virtual reality (VR) game that encourages players to discover artifacts through physical interaction in a game-based approach. Players need to unearth artifacts hidden in a clod enclosure by using available tools and physical movements. The game relies on the dynamic voxel deformation technique to allow players to chip away earth covering the artifacts. We added uncertainty in the exploration process to bring it closer to how archaeological discovery happens in real life. Players do not know the shape or features of the hidden artifact and have to take away the earth gradually but strategically without hitting the artifact itself. From playtesting sessions with eight participants, we found that the uncertainty elements are conducive to their engagement and exploration experience. Overall, RelicVR is an innovative game that can improve players' learning motivation and outcomes of ancient artifacts.

cs.HC↗

Monoscopic vs. Stereoscopic Views and Display Types in the Teleoperation of Unmanned Ground Vehicles for Object Avoidance

Virtual reality (VR) head-mounted displays (HMD) have recently been used to provide an immersive, first-person vision/view in real-time for manipulating remotely-controlled unmanned ground vehicles (UGV). The teleoperation of UGV can be challenging for operators when it is done in real time. One big challenge is for operators to perceive quickly and rapidly the distance of objects that are around the UGV while it is moving. In this research, we explore the use of monoscopic and stereoscopic views and display types (immersive and non-immersive VR) for operating vehicles remotely. We conducted two user studies to explore their feasibility and advantages. Results show a significantly better performance when using an immersive display with stereoscopic view for dynamic, real-time navigation tasks that require avoiding both moving and static obstacles. The use of stereoscopic view in an immersive display in particular improved user performance and led to better usability.

cs.HC↗

DeepDT: Learning Geometry From Delaunay Triangulation for Surface Reconstruction

In this paper, a novel learning-based network, named DeepDT, is proposed to reconstruct the surface from Delaunay triangulation of point cloud. DeepDT learns to predict inside/outside labels of Delaunay tetrahedrons directly from a point cloud and corresponding Delaunay triangulation. The local geometry features are first extracted from the input point cloud and aggregated into a graph deriving from the Delaunay triangulation. Then a graph filtering is applied on the aggregated features in order to add structural regularization to the label prediction of tetrahedrons. Due to the complicated spatial relations between tetrahedrons and the triangles, it is impossible to directly generate ground truth labels of tetrahedrons from ground truth surface. Therefore, we propose a multi-label supervision strategy which votes for the label of a tetrahedron with labels of sampling locations inside it. The proposed DeepDT can maintain abundant geometry details without generating overly complex surfaces, especially for inner surfaces of open scenes. Meanwhile, the generalization ability and time consumption of the proposed method is acceptable and competitive compared with the state-of-the-art methods. Experiments demonstrate the superior performance of the proposed DeepDT.

cs.CV↗

SSRNet: Scalable 3D Surface Reconstruction Network

Existing learning-based surface reconstruction methods from point clouds are still facing challenges in terms of scalability and preservation of details on large-scale point clouds. In this paper, we propose the SSRNet, a novel scalable learning-based method for surface reconstruction. The proposed SSRNet constructs local geometry-aware features for octree vertices and designs a scalable reconstruction pipeline, which not only greatly enhances the predication accuracy of the relative position between the vertices and the implicit surface facilitating the surface reconstruction quality, but also allows dividing the point cloud and octree vertices and processing different parts in parallel for superior scalability on large-scale point clouds with millions of points. Moreover, SSRNet demonstrates outstanding generalization capability and only needs several surface data for training, much less than other learning-based reconstruction methods, which can effectively avoid overfitting. The trained model of SSRNet on one dataset can be directly used on other datasets with superior performance. Finally, the time consumption with SSRNet on a large-scale point cloud is acceptable and competitive. To our knowledge, the proposed SSRNet is the first to really bring a convincing solution to the scalability issue of the learning-based surface reconstruction methods, and is an important step to make learning-based methods competitive with respect to geometry processing methods on real-world and challenging data. Experiments show that our method achieves a breakthrough in scalability and quality compared with state-of-the-art learning-based methods.

cs.CV↗

Unsupervised Typography Transfer

Traditional methods in Chinese typography synthesis view characters as an assembly of radicals and strokes, but they rely on manual definition of the key points, which is still time-costing. Some recent work on computer vision proposes a brand new approach: to treat every Chinese character as an independent and inseparable image, so the pre-processing and post-processing of each character can be avoided. Then with a combination of a transfer network and a discriminating network, one typography can be well transferred to another. Despite the quite satisfying performance of the model, the training process requires to be supervised, which means in the training data each character in the source domain and the target domain needs to be perfectly paired. Sometimes the pairing is time-costing, and sometimes there is no perfect pairing, such as the pairing between traditional Chinese and simplified Chinese characters. In this paper, we proposed an unsupervised typography transfer method which doesn't need pairing.

cs.CV↗