Jingbo Zhao

HC
h-index25
6papers
50citations
Novelty43%
AI Score24

6 Papers

DCMay 21, 2024
Decentralized Federated Learning Over Imperfect Communication Channels

Weicai Li, Tiejun Lv, Wei Ni et al.

This paper analyzes the impact of imperfect communication channels on decentralized federated learning (D-FL) and subsequently determines the optimal number of local aggregations per training round, adapting to the network topology and imperfect channels. We start by deriving the bias of locally aggregated D-FL models under imperfect channels from the ideal global models requiring perfect channels and aggregations. The bias reveals that excessive local aggregations can accumulate communication errors and degrade convergence. Another important aspect is that we analyze a convergence upper bound of D-FL based on the bias. By minimizing the bound, the optimal number of local aggregations is identified to balance a trade-off with accumulation of communication errors in the absence of knowledge of the channels. With this knowledge, the impact of communication errors can be alleviated, allowing the convergence upper bound to decrease throughout aggregations. Experiments validate our convergence analysis and also identify the optimal number of local aggregations on two widely considered image classification tasks. It is seen that D-FL, with an optimal number of local aggregations, can outperform its potential alternatives by over 10% in training accuracy.

HCDec 23, 2021
Real-Time Generation of Leg Animation for Walking-in-Place Techniques

Jingbo Zhao, Zhetao Wang, Yiqin Peng et al.

Generating forward-backward self-representation leg animation in virtual environments for walking-in-place (WIP) techniques is an underexplored research topic. A challenging aspect of the problem is to find an appropriate mapping from tracked vertical foot motion to natural cyclical movements of real walking. In this work, we present a kinematic approach based on animation rigging to generating real-time leg animation. Our method works by tracking vertical in-place foot movements of a user with a Kinect v2 sensor and mapping tracked foot height to inverse kinematics (IK) targets. These IK targets were aligned with an avatar's feet to guide the virtual feet to perform cyclic walking motions. We conducted a user study to evaluate our approach. Results showed that the proposed method produced compelling forward-backward leg animation during walking. We show that the proposed technique can be easily integrated into existing WIP techniques.

HCApr 25, 2021
Comparing Hand Gestures and a Gamepad Interface for Locomotion in Virtual Environments

Jingbo Zhao, Ruize An, Ruolin Xu et al.

Hand gesture is a new and promising interface for locomotion in virtual environments. While several previous studies have proposed different hand gestures for virtual locomotion, little is known about their differences in terms of performance and user preference in virtual locomotion tasks. In the present paper, we presented three different hand gesture interfaces and their algorithms for locomotion, which are called the Finger Distance gesture, the Finger Number gesture and the Finger Tapping gesture. These gestures were inspired by previous studies of gesture-based locomotion interfaces and are typical gestures that people are familiar with in their daily lives. Implementing these hand gesture interfaces in the present study enabled us to systematically compare the differences between these gestures. In addition, to compare the usability of these gestures to locomotion interfaces using gamepads, we also designed and implemented a gamepad interface based on the Xbox One controller. We conducted empirical studies to compare these four interfaces through two virtual locomotion tasks. A desktop setup was used instead of sharing a head-mounted display among participants due to the concern of the Covid-19 situation. Through these tasks, we assessed the performance and user preference of these interfaces on speed control and waypoints navigation. Results showed that user preference and performance of the Finger Distance gesture were close to that of the gamepad interface. The Finger Number gesture also had close performance and user preference to that of the Finger Distance gesture. Our study demonstrates that the Finger Distance gesture and the Finger Number gesture are very promising interfaces for virtual locomotion. We also discuss that the Finger Tapping gesture needs further improvements before it can be used for virtual walking.

SPNov 13, 2020
CentiTrack: Towards Centimeter-Level Passive Gesture Tracking with Commodity WiFi

Zijun Han, Zhaoming Lu, Xiangming Wen et al.

Gesture awareness plays a crucial role in promoting human-computer interface. Previous works either depend on customized hardware or need a priori learning of wireless signal patterns, facing downsides in terms of the privacy concern, availability and reliability. In this paper, we propose CentiTrack, the first centimeter-level passive gesture tracking system that works with only three commodityWiFi devices, without any extra hardware modifications or wearable sensors. To this end, we first identify the Channel State Information (CSI) measurement error sources in the physical layer process, and then denoise CSI by the complex ratio between adjacent antennas. Principal Component Analysis (PCA) is further adopted to separate the reflected signals from noises. Benchmark experiments are conducted to verify that the phase changes of denoised CSI are proportional to the length changes of dynamic path reflected off the hand. In addition, we adopt the Multiple Signal Classification (MUSIC) algorithm to estimate the Angle-of-Arrivals (AoAs) of dynamic paths, and then locate the initial position of hands with triangulation. We also propose a novel static componnets elimination algorithm for tracking correction by eliminating the components unrelated to motion. A prototype of CentiTrack is fully realized and evaluated in various real scenarios. Extensive experiments show that CentiTrack is superior in terms of tracking accuracy, sensing range and device cost, compared with the state-of-the-arts.

HCJul 29, 2018
The Effects of Visual and Control Latency on Piloting a Quadcopter using a Head-Mounted Display

Jingbo Zhao, Robert S. Allison, Margarita Vinnikov et al.

Recent research has proposed teleoperation of robotic and aerial vehicles using head motion tracked by a head-mounted display (HMD). First-person views of the vehicles are usually captured by onboard cameras and presented to users through the display panels of HMDs. This provides users with a direct, immersive and intuitive interface for viewing and control. However, a typically overlooked factor in such designs is the latency introduced by the vehicle dynamics. As head motion is coupled with visual updates in such applications, visual and control latency always exists between the issue of control commands by head movements and the visual feedback received at the completion of the attitude adjustment. This causes a discrepancy between the intended motion, the vestibular cue and the visual cue and may potentially result in simulator sickness. No research has been conducted on how various levels of visual and control latency introduced by dynamics in robots or aerial vehicles affect users' performance and the degree of simulator sickness elicited. Thus, it is uncertain how much performance is degraded by latency and whether such designs are comfortable from the perspective of users. To address these issues, we studied a prototyped scenario of a head motion controlled quadcopter using an HMD. We present a virtual reality (VR) paradigm to systematically assess the effects of visual and control latency in simulated drone control scenarios.

HCJul 20, 2017
Real-Time Head Gesture Recognition on Head-Mounted Displays using Cascaded Hidden Markov Models

Jingbo Zhao, Robert S. Allison

Head gesture is a natural means of face-to-face communication between people but the recognition of head gestures in the context of virtual reality and use of head gesture as an interface for interacting with virtual avatars and virtual environments have been rarely investigated. In the current study, we present an approach for real-time head gesture recognition on head-mounted displays using Cascaded Hidden Markov Models. We conducted two experiments to evaluate our proposed approach. In experiment 1, we trained the Cascaded Hidden Markov Models and assessed the offline classification performance using collected head motion data. In experiment 2, we characterized the real-time performance of the approach by estimating the latency to recognize a head gesture with recorded real-time classification data. Our results show that the proposed approach is effective in recognizing head gestures. The method can be integrated into a virtual reality system as a head gesture interface for interacting with virtual worlds.