Twitter Dataset for 2022 Russo-Ukrainian CrisisEhsan-Ul Haq, Gareth Tyson, Lik-Hang Lee et al.
Online Social Networks (OSNs) play a significant role in information sharing during a crisis. The data collected during such a crisis can reflect the large scale public opinions and sentiment. In addition, OSN data can also be used to study different campaigns that are employed by various entities to engineer public opinions. Such information sharing campaigns can range from spreading factual information to propaganda and misinformation. We provide a Twitter dataset of the 2022 Russo-Ukrainian conflict. In the first release, we share over 1.6 million tweets shared during the 1st week of the crisis.
34.1AIApr 20, 2023
Can ChatGPT Reproduce Human-Generated Labels? A Study of Social Computing TasksYiming Zhu, Peixian Zhang, Ehsan-Ul Haq et al.
The release of ChatGPT has uncovered a range of possibilities whereby large language models (LLMs) can substitute human intelligence. In this paper, we seek to understand whether ChatGPT has the potential to reproduce human-generated label annotations in social computing tasks. Such an achievement could significantly reduce the cost and complexity of social computing research. As such, we use ChatGPT to relabel five seminal datasets covering stance detection (2x), sentiment analysis, hate speech, and bot detection. Our results highlight that ChatGPT does have the potential to handle these data annotation tasks, although a number of challenges remain. ChatGPT obtains an average accuracy 0.609. Performance is highest for the sentiment analysis dataset, with ChatGPT correctly annotating 64.9% of tweets. Yet, we show that performance varies substantially across individual labels. We believe this work can open up new lines of analysis and act as a basis for future research into the exploitation of ChatGPT for human annotation tasks.
8.7LGJun 9, 2022
HideNseek: Federated Lottery Ticket via Server-side Pruning and Sign SupermaskAnish K. Vallapuram, Pengyuan Zhou, Young D. Kwon et al.
Federated learning alleviates the privacy risk in distributed learning by transmitting only the local model updates to the central server. However, it faces challenges including statistical heterogeneity of clients' datasets and resource constraints of client devices, which severely impact the training performance and user experience. Prior works have tackled these challenges by combining personalization with model compression schemes including quantization and pruning. However, the pruning is data-dependent and thus must be done on the client side which requires considerable computation cost. Moreover, the pruning normally trains a binary supermask $\in \{0, 1\}$ which significantly limits the model capacity yet with no computation benefit. Consequently, the training requires high computation cost and a long time to converge while the model performance does not pay off. In this work, we propose HideNseek which employs one-shot data-agnostic pruning at initialization to get a subnetwork based on weights' synaptic saliency. Each client then optimizes a sign supermask $\in \{-1, +1\}$ multiplied by the unpruned weights to allow faster convergence with the same compression rates as state-of-the-art. Empirical results from three datasets demonstrate that compared to state-of-the-art, HideNseek improves inferences accuracies by up to 40.6\% while reducing the communication cost and training time by up to 39.7\% and 46.8\% respectively.
3.9HCApr 30, 2023
Towards AI-Architecture Liberty: A Comprehensive Survey on Design and Generation of Virtual Architecture by Deep LearningAnqi Wang, Jiahua Dong, Lik-Hang Lee et al.
3D shape generation techniques leveraging deep learning have garnered significant interest from both the computer vision and architectural design communities, promising to enrich the content in the virtual environment. However, research on virtual architectural design remains limited, particularly regarding designer-AI collaboration and deep learning-assisted design. In our survey, we reviewed 149 related articles (81.2% of articles published between 2019 and 2023) covering architectural design, 3D shape techniques, and virtual environments. Through scrutinizing the literature, we first identify the principles of virtual architecture and illuminate its current production challenges, including datasets, multimodality, design intuition, and generative frameworks. We then introduce the latest approaches to designing and generating virtual buildings leveraging 3D shape generation and summarize four characteristics of various approaches to virtual architecture. Based on our analysis, we expound on four research agendas, including agency, communication, user consideration, and integrating tools. Additionally, we highlight four important enablers of ubiquitous interaction with immersive systems in deep learning-assisted architectural generation. Our work contributes to fostering understanding between designers and deep learning techniques, broadening access to designer-AI collaboration. We advocate for interdisciplinary efforts to address this timely research topic, facilitating content designing and generation in the virtual environment.
2.0LGJul 12, 2023
Efficient Task Offloading Algorithm for Digital Twin in Edge/Cloud Computing EnvironmentZiru Zhang, Xuling Zhang, Guangzhi Zhu et al.
In the era of Internet of Things (IoT), Digital Twin (DT) is envisioned to empower various areas as a bridge between physical objects and the digital world. Through virtualization and simulation techniques, multiple functions can be achieved by leveraging computing resources. In this process, Mobile Cloud Computing (MCC) and Mobile Edge Computing (MEC) have become two of the key factors to achieve real-time feedback. However, current works only considered edge servers or cloud servers in the DT system models. Besides, The models ignore the DT with not only one data resource. In this paper, we propose a new DT system model considering a heterogeneous MEC/MCC environment. Each DT in the model is maintained in one of the servers via multiple data collection devices. The offloading decision-making problem is also considered and a new offloading scheme is proposed based on Distributed Deep Learning (DDL). Simulation results demonstrate that our proposed algorithm can effectively and efficiently decrease the system's average latency and energy consumption. Significant improvement is achieved compared with the baselines under the dynamic environment of DTs.
9.7SIJul 16, 2024
Exploring the Use of Abusive Generative AI Models on CivitaiYiluo Wei, Yiming Zhu, Pan Hui et al.
The rise of generative AI is transforming the landscape of digital imagery, and exerting a significant influence on online creative communities. This has led to the emergence of AI-Generated Content (AIGC) social platforms, such as Civitai. These distinctive social platforms allow users to build and share their own generative AI models, thereby enhancing the potential for more diverse artistic expression. Designed in the vein of social networks, they also provide artists with the means to showcase their creations (generated from the models), engage in discussions, and obtain feedback, thus nurturing a sense of community. Yet, this openness also raises concerns about the abuse of such platforms, e.g., using models to disseminate deceptive deepfakes or infringe upon copyrights. To explore this, we conduct the first comprehensive empirical study of an AIGC social platform, focusing on its use for generating abusive content. As an exemplar, we construct a comprehensive dataset covering Civitai, the largest available AIGC social platform. Based on this dataset of 87K models and 2M images, we explore the characteristics of content and discuss strategies for moderation to better govern these platforms.
2.1HCFeb 7, 2023
Dataset for predicting cybersickness from a virtual navigation taskYuyang Wang, Ruichen Li, Jean-Rémy Chardonnet et al.
This work presents a dataset collected to predict cybersickness in virtual reality environments. The data was collected from navigation tasks in a virtual environment designed to induce cybersickness. The dataset consists of many data points collected from diverse participants, including physiological responses (EDA and Heart Rate) and self-reported cybersickness symptoms. The paper will provide a detailed description of the dataset, including the arranged navigation task, the data collection procedures, and the data format. The dataset will serve as a valuable resource for researchers to develop and evaluate predictive models for cybersickness and will facilitate more research in cybersickness mitigation.
OmniColor: A Global Camera Pose Optimization Approach of LiDAR-360Camera Fusion for Colorizing Point CloudsBonan Liu, Guoyang Zhao, Jianhao Jiao et al.
A Colored point cloud, as a simple and efficient 3D representation, has many advantages in various fields, including robotic navigation and scene reconstruction. This representation is now commonly used in 3D reconstruction tasks relying on cameras and LiDARs. However, fusing data from these two types of sensors is poorly performed in many existing frameworks, leading to unsatisfactory mapping results, mainly due to inaccurate camera poses. This paper presents OmniColor, a novel and efficient algorithm to colorize point clouds using an independent 360-degree camera. Given a LiDAR-based point cloud and a sequence of panorama images with initial coarse camera poses, our objective is to jointly optimize the poses of all frames for mapping images onto geometric reconstructions. Our pipeline works in an off-the-shelf manner that does not require any feature extraction or matching process. Instead, we find optimal poses by directly maximizing the photometric consistency of LiDAR maps. In experiments, we show that our method can overcome the severe visual distortion of omnidirectional images and greatly benefit from the wide field of view (FOV) of 360-degree cameras to reconstruct various scenarios with accuracy and stability. The code will be released at https://github.com/liubonan123/OmniColor/.
2.3AIJul 8, 2024
Exploring the Capability of ChatGPT to Reproduce Human Labels for Social Computing Tasks (Extended Version)Yiming Zhu, Peixian Zhang, Ehsan-Ul Haq et al.
Harnessing the potential of large language models (LLMs) like ChatGPT can help address social challenges through inclusive, ethical, and sustainable means. In this paper, we investigate the extent to which ChatGPT can annotate data for social computing tasks, aiming to reduce the complexity and cost of undertaking web research. To evaluate ChatGPT's potential, we re-annotate seven datasets using ChatGPT, covering topics related to pressing social issues like COVID-19 misinformation, social bot deception, cyberbully, clickbait news, and the Russo-Ukrainian War. Our findings demonstrate that ChatGPT exhibits promise in handling these data annotation tasks, albeit with some challenges. Across the seven datasets, ChatGPT achieves an average annotation F1-score of 72.00%. Its performance excels in clickbait news annotation, correctly labeling 89.66% of the data. However, we also observe significant variations in performance across individual labels. Our study reveals predictable patterns in ChatGPT's annotation performance. Thus, we propose GPT-Rater, a tool to predict if ChatGPT can correctly label data for a given annotation task. Researchers can use this to identify where ChatGPT might be suitable for their annotation requirements. We show that GPT-Rater effectively predicts ChatGPT's performance. It performs best on a clickbait headlines dataset by achieving an average F1-score of 95.00%. We believe that this research opens new avenues for analysis and can reduce barriers to engaging in social computing research.
From Pixels to Progress: Generating Road Network from Satellite Imagery for Socioeconomic Insights in Impoverished AreasYanxin Xi, Yu Liu, Zhicheng Liu et al.
The Sustainable Development Goals (SDGs) aim to resolve societal challenges, such as eradicating poverty and improving the lives of vulnerable populations in impoverished areas. Those areas rely on road infrastructure construction to promote accessibility and economic development. Although publicly available data like OpenStreetMap is available to monitor road status, data completeness in impoverished areas is limited. Meanwhile, the development of deep learning techniques and satellite imagery shows excellent potential for earth monitoring. To tackle the challenge of road network assessment in impoverished areas, we develop a systematic road extraction framework combining an encoder-decoder architecture and morphological operations on satellite imagery, offering an integrated workflow for interdisciplinary researchers. Extensive experiments of road network extraction on real-world data in impoverished regions achieve a 42.7% enhancement in the F1-score over the baseline methods and reconstruct about 80% of the actual roads. We also propose a comprehensive road network dataset covering approximately 794,178 km2 area and 17.048 million people in 382 impoverished counties in China. The generated dataset is further utilized to conduct socioeconomic analysis in impoverished counties, showing that road network construction positively impacts regional economic development. The technical appendix, code, and generated dataset can be found at https://github.com/tsinghua-fib-lab/Road_network_extraction_impoverished_counties.
23.3CVJan 30, 2024
A Survey on Generative AI and LLM for Video Generation, Understanding, and StreamingPengyuan Zhou, Lin Wang, Zhi Liu et al.
This paper offers an insightful examination of how currently top-trending AI technologies, i.e., generative artificial intelligence (Generative AI) and large language models (LLMs), are reshaping the field of video technology, including video generation, understanding, and streaming. It highlights the innovative use of these technologies in producing highly realistic videos, a significant leap in bridging the gap between real-world dynamics and digital creation. The study also delves into the advanced capabilities of LLMs in video understanding, demonstrating their effectiveness in extracting meaningful information from visual content, thereby enhancing our interaction with videos. In the realm of video streaming, the paper discusses how LLMs contribute to more efficient and user-centric streaming experiences, adapting content delivery to individual viewer preferences. This comprehensive review navigates through the current achievements, ongoing challenges, and future possibilities of applying Generative AI and LLMs to video-related tasks, underscoring the immense potential these technologies hold for advancing the field of video technology related to multimedia, networking, and AI communities.
8.0SIApr 14, 2025
Characterizing LLM-driven Social Network: The Chirper.ai CaseYiming Zhu, Yupeng He, Ehsan-Ul Haq et al.
Large language models (LLMs) demonstrate the ability to simulate human decision-making processes, enabling their use as agents in modeling sophisticated social networks, both offline and online. Recent research has explored collective behavioral patterns and structural characteristics of LLM agents within simulated networks. However, empirical comparisons between LLM-driven and human-driven online social networks remain scarce, limiting our understanding of how LLM agents differ from human users. This paper presents a large-scale analysis of Chirper.ai, an X/Twitter-like social network entirely populated by LLM agents, comprising over 65,000 agents and 7.7 million AI-generated posts. For comparison, we collect a parallel dataset from Mastodon, a human-driven decentralized social network, with over 117,000 users and 16 million posts. We examine key differences between LLM agents and humans in posting behaviors, abusive content, and social network structures. Our findings provide critical insights into the evolving landscape of online social network analysis in the AI era, offering a comprehensive profile of LLM agents in social simulations.
3.7CVApr 21, 2024
Semantic-Rearrangement-Based Multi-Level Alignment for Domain Generalized SegmentationGuanlong Jiao, Chenyangguang Zhang, Haonan Yin et al.
Domain generalized semantic segmentation is an essential computer vision task, for which models only leverage source data to learn the capability of generalized semantic segmentation towards the unseen target domains. Previous works typically address this challenge by global style randomization or feature regularization. In this paper, we argue that given the observation that different local semantic regions perform different visual characteristics from the source domain to the target domain, methods focusing on global operations are hard to capture such regional discrepancies, thus failing to construct domain-invariant representations with the consistency from local to global level. Therefore, we propose the Semantic-Rearrangement-based Multi-Level Alignment (SRMA) to overcome this problem. SRMA first incorporates a Semantic Rearrangement Module (SRM), which conducts semantic region randomization to enhance the diversity of the source domain sufficiently. A Multi-Level Alignment module (MLA) is subsequently proposed with the help of such diversity to establish the global-regional-local consistent domain-invariant representations. By aligning features across randomized samples with domain-neutral knowledge at multiple levels, SRMA provides a more robust way to handle the source-target domain gap. Extensive experiments demonstrate the superiority of SRMA over the current state-of-the-art works on various benchmarks.
APT-Pipe: A Prompt-Tuning Tool for Social Data Annotation using ChatGPTYiming Zhu, Zhizhuo Yin, Gareth Tyson et al.
Recent research has highlighted the potential of LLM applications, like ChatGPT, for performing label annotation on social computing text. However, it is already well known that performance hinges on the quality of the input prompts. To address this, there has been a flurry of research into prompt tuning -- techniques and guidelines that attempt to improve the quality of prompts. Yet these largely rely on manual effort and prior knowledge of the dataset being annotated. To address this limitation, we propose APT-Pipe, an automated prompt-tuning pipeline. APT-Pipe aims to automatically tune prompts to enhance ChatGPT's text classification performance on any given dataset. We implement APT-Pipe and test it across twelve distinct text classification datasets. We find that prompts tuned by APT-Pipe help ChatGPT achieve higher weighted F1-score on nine out of twelve experimented datasets, with an improvement of 7.01% on average. We further highlight APT-Pipe's flexibility as a framework by showing how it can be extended to support additional tuning mechanisms.
1.2CYFeb 22, 2022
Towards User-Centered Metrics for Trustworthy AI in Immersive CyberspacePengyuan Zhou, Benjamin Finley, Lik-Hang Lee et al.
AI plays a key role in current cyberspace and future immersive ecosystems that pinpoint user experiences. Thus, the trustworthiness of such AI systems is vital as failures in these systems can cause serious user harm. Although there are related works on exploring trustworthy AI (TAI) metrics in the current cyberspace, ecosystems towards user-centered services, such as the metaverse, are much more complicated in terms of system performance and user experience assessment, thus posing challenges for the applicability of existing approaches. Thus, we give an overlook on fairness, privacy and robustness, across the historical path from existing approaches. Eventually, we propose a research agenda towards systematic yet user-centered TAI in immersive ecosystems.
2.9HCJan 18, 2022
VibroWeight: Simulating Weight and Center of Gravity Changes of Objects in Virtual Reality for Enhanced RealismXian Wang, Diego Monteiro, Lik-Hang Lee et al.
Haptic feedback in virtual reality (VR) allows users to perceive the physical properties of virtual objects (e.g., their weight and motion patterns). However, the lack of haptic sensations deteriorates users' immersion and overall experience. In this work, we designed and implemented a low-cost hardware prototype with liquid metal, VibroWeight, which can work in complementarity with commercial VR handheld controllers. VibroWeight is characterized by bimodal feedback cues in VR, driven by adaptive absolute mass (weights) and gravity shift. To our knowledge, liquid metal is used in a VR haptic device for the first time. Our 29 participants show that VibroWeight delivers significantly better VR experiences in realism and comfort.
3.3MMJan 16, 2022
Nebula: Reliable Low-latency Video Transmission for Mobile Cloud GamingAhmad Alhilal, Tristan Braud, Bo Han et al.
Mobile cloud gaming enables high-end games on constrained devices by streaming the game content from powerful servers through mobile networks. Mobile networks suffer from highly variable bandwidth, latency, and losses that affect the gaming experience. This paper introduces Nebula, an end-to-end cloud gaming framework to minimize the impact of network conditions on the user experience. Nebula relies on an end-to-end distortion model adapting the video source rate and the amount of frame-level redundancy based on the measured network conditions. As a result, it minimizes the motion-to-photon (MTP) latency while protecting the frames from losses. We fully implement Nebula and evaluate its performance against the state of the art techniques and latest research in real-time mobile cloud gaming transmission on a physical testbed over emulated and real wireless networks. Nebula consistently balances MTP latency (<140 ms) and visual quality (>31 dB) even in highly variable environments. A user experiment confirms that Nebula maximizes the user experience with high perceived video quality, playability, and low user load.
2.9HCJan 10, 2022
DiOS -- An Extended Reality Operating System for the MetaverseTristan Braud, Lik-Hang Lee, Ahmad Alhilal et al.
Driven by the recent improvements in device and networks capabilities, Extended Reality (XR) is becoming more pervasive; industry and academia alike envision ambitious projects such as the metaverse. However, XR is still limited by the current architecture of mobile systems. This paper makes the case for an XR-specific operating system (XROS). Such an XROS integrates hardware-support, computer vision algorithms, and XR-specific networking as the primitives supporting XR technology. These primitives represent the physical-digital world as a single shared resource among applications. Such an XROS allows for the development of coherent and system-wide interaction and display methods, systematic privacy preservation on sensor data, and performance improvement while simplifying application development.
9.2CYNov 26, 2021
When Creators Meet the Metaverse: A Survey on Computational ArtsLik-Hang Lee, Zijun Lin, Rui Hu et al.
The metaverse, enormous virtual-physical cyberspace, has brought unprecedented opportunities for artists to blend every corner of our physical surroundings with digital creativity. This article conducts a comprehensive survey on computational arts, in which seven critical topics are relevant to the metaverse, describing novel artworks in blended virtual-physical realities. The topics first cover the building elements for the metaverse, e.g., virtual scenes and characters, auditory, textual elements. Next, several remarkable types of novel creations in the expanded horizons of metaverse cyberspace have been reflected, such as immersive arts, robotic arts, and other user-centric approaches fuelling contemporary creative outputs. Finally, we propose several research agendas: democratising computational arts, digital privacy, and safety for metaverse artists, ownership recognition for digital artworks, technological challenges, and so on. The survey also serves as introductory material for artists and metaverse technologists to begin creations in the realm of surrealistic cyberspace.
6.4HCNov 9, 2021
EdgeXAR: A 6-DoF Camera Multi-target Interaction Framework for MAR with User-friendly Latency CompensationWenxiao Zhang, Sikun Lin, Farshid Hassani Bijarbooneh et al.
The computational capabilities of recent mobile devices enable the processing of natural features for Augmented Reality (AR), but the scalability is still limited by the devices' computation power and available resources. In this paper, we propose EdgeXAR, a mobile AR framework that utilizes the advantages of edge computing through task offloading to support flexible camera-based AR interaction. We propose a hybrid tracking system for mobile devices that provides lightweight tracking with 6 Degrees of Freedom and hides the offloading latency from users' perception. A practical, reliable and unreliable communication mechanism is used to achieve fast response and consistency of crucial information. We also propose a multi-object image retrieval pipeline that executes fast and accurate image recognition tasks on the cloud and edge servers. Extensive experiments are carried out to evaluate the performance of EdgeXAR by building mobile AR Apps upon it. Regarding the Quality of Experience (QoE), the mobile AR Apps powered by EdgeXAR framework run on average at the speed of 30 frames per second with precise tracking of only 1~2 pixel errors and accurate image recognition of at least 97% accuracy. As compared to Vuforia, one of the leading commercial AR frameworks, EdgeXAR transmits 87% less data while providing a stable 30 FPS performance and reducing the offloading latency by 50 to 70% depending on the transmission medium. Our work facilitates the large-scale deployment of AR as the next generation of ubiquitous interfaces.
15.7HCJun 16, 2021
Mobile Augmented Reality: User Interfaces, Frameworks, and IntelligenceJacky Cao, Kit-Yung Lam, Lik-Hang Lee et al.
Mobile Augmented Reality (MAR) integrates computer-generated virtual objects with physical environments for mobile devices. MAR systems enable users to interact with MAR devices, such as smartphones and head-worn wearables, and performs seamless transitions from the physical world to a mixed world with digital entities. These MAR systems support user experiences by using MAR devices to provide universal accessibility to digital contents. Over the past 20 years, a number of MAR systems have been developed, however, the studies and design of MAR frameworks have not yet been systematically reviewed from the perspective of user-centric design. This article presents the first effort of surveying existing MAR frameworks (count: 37) and further discusses the latest studies on MAR through a top-down approach: 1) MAR applications; 2) MAR visualisation techniques adaptive to user mobility and contexts; 3) systematic evaluation of MAR frameworks including supported platforms and corresponding features such as tracking, feature extraction plus sensing capabilities; and 4) underlying machine learning approaches supporting intelligent operations within MAR systems. Finally, we summarise the development of emerging research fields, current state-of-the-art, and discuss the important open challenges and possible theoretical and technical directions. This survey aims to benefit both researchers and MAR system developers alike.
6.6CRMar 21, 2021
EmgAuth: Unlocking Smartphones with EMG SignalsBoyu Fan, Xiang Su, Jianwei Niu et al.
Screen lock is a critical security feature for smartphones to prevent unauthorized access. Although various screen unlocking technologies, including fingerprint and facial recognition, have been widely adopted, they still have some limitations. For example, fingerprints can be stolen by special material stickers and facial recognition systems can be cheated by 3D-printed head models. In this paper, we propose EmgAuth, a novel electromyography(EMG)-based smartphone unlocking system based on the Siamese network. EmgAuth enables users to unlock their smartphones by leveraging the EMG data of the smartphone users collected from Myo armbands. When training the Siamese network, we design a special data augmentation technique to make the system resilient to the rotation of the armband, which makes EmgAuth free of calibration. We conduct extensive experiments including 53 participants and the evaluation results verify that EmgAuth can effectively authenticate users with an average true acceptance rate of 91.81% while keeping the average false acceptance rate of 7.43%. In addition, we also demonstrate that EmgAuth can work well for smartphones with different screen sizes and for different scenarios when users are placing smartphones at different locations and with different orientations. EmgAuth shows great promise to serve as a good supplement for existing screen unlocking systems to improve the safety of smartphones.
5.9MMJan 14, 2021
AICP: Augmented Informative Cooperative PerceptionPengyuan Zhou, Pranvera Kortoci, Yui-Pan Yau et al.
Connected vehicles, whether equipped with advanced driver-assistance systems or fully autonomous, require human driver supervision and are currently constrained to visual information in their line-of-sight. A cooperative perception system among vehicles increases their situational awareness by extending their perception range. Existing solutions focus on improving perspective transformation and fast information collection. However, such solutions fail to filter out large amounts of less relevant data and thus impose significant network and computation load. Moreover, presenting all this less relevant data can overwhelm the driver and thus actually hinder them. To address such issues, we present Augmented Informative Cooperative Perception (AICP), the first fast-filtering system which optimizes the informativeness of shared data at vehicles to improve the fused presentation. To this end, an informativeness maximization problem is presented for vehicles to select a subset of data to display to their drivers. Specifically, we propose (i) a dedicated system design with custom data structure and lightweight routing protocol for convenient data encapsulation, fast interpretation and transmission, and (ii) a comprehensive problem formulation and efficient fitness-based sorting algorithm to select the most valuable data to display at the application layer. We implement a proof-of-concept prototype of AICP with a bandwidth-hungry, latency-constrained real-life augmented reality application. The prototype adds only 12.6 milliseconds of latency to a current informativeness-unaware system. Next, we test the networking performance of AICP at scale and show that ACIP effectively filters out less relevant packets and decreases the channel busy time.
3.3CVFeb 22, 2018
Where's YOUR focus: Personalized AttentionSikun Lin, Pan Hui
Human visual attention is subjective and biased according to the personal preference of the viewer, however, current works of saliency detection are general and objective, without counting the factor of the observer. This will make the attention prediction for a particular person not accurate enough. In this work, we present the novel idea of personalized attention prediction and develop Personalized Attention Network (PANet), a convolutional network that predicts saliency in images with personal preference. The model consists of two streams which share common feature extraction layers, and one stream is responsible for saliency prediction, while the other is adapted from the detection model and used to fit user preference. We automatically collect user preference from their albums and leaves them freedom to define what and how many categories their preferences are divided into. To train PANet, we dynamically generate ground truth saliency maps upon existing detection labels and saliency labels, and the generation parameters are based upon our collected datasets consists of 1k images. We evaluate the model with saliency prediction metrics and test the trained model on different preference vectors. The results have shown that our system is much better than general models in personalized saliency prediction and is efficient to use for different preferences.
16.3HCJul 31, 2017
Interaction Methods for Smart GlassesLik-Hang Lee, Pan Hui
Since the launch of Google Glass in 2014, smart glasses have mainly been designed to support micro-interactions. The ultimate goal for them to become an augmented reality interface has not yet been attained due to an encumbrance of controls. Augmented reality involves superimposing interactive computer graphics images onto physical objects in the real world. This survey reviews current research issues in the area of human computer interaction for smart glasses. The survey first studies the smart glasses available in the market and afterwards investigates the interaction methods proposed in the wide body of literature. The interaction methods can be classified into hand-held, touch, and touchless input. This paper mainly focuses on the touch and touchless input. Touch input can be further divided into on-device and on-body, while touchless input can be classified into hands-free and freehand. Next, we summarize the existing research efforts and trends, in which touch and touchless input are evaluated by a total of eight interaction goals. Finally, we discuss several key design challenges and the possibility of multi-modal input for smart glasses.
6.1HCNov 25, 2016
Dissecting the End-to-end Latency of Interactive Mobile Video ApplicationsTeemu Kämäräinen, Matti Siekkinen, Antti Ylä-Jääski et al.
In this paper we measure the step-wise latency in the pipeline of three kinds of interactive mobile video applications that are rapidly gaining popularity, namely Remote Graphics Rendering (RGR) of which we focus on mobile cloud gaming, Mobile Augmented Reality (MAR), and Mobile Virtual Reality (MVR). The applications differ from each other by the way in which the user interacts with the application, i.e., video I/O and user controls, but they all share in common the fact that their user experience is highly sensitive to end-to-end latency. Long latency between a user control event and display update renders the application unusable. Hence, understanding the nature and origins of latency of these applications is of paramount importance. We show through extensive measurements that control input and display buffering have a substantial effect on the overall delay. Our results shed light on the latency bottlenecks and the maturity of technology for seamless user experience with these applications.
11.8HCOct 7, 2014
A Survey on Mobile Affective ComputingShengkai Zhang, Pan Hui
This survey presents recent progress on Affective Computing (AC) using mobile devices. AC has been one of the most active research topics for decades. The primary limitation of traditional AC research refers to as impermeable emotions. This criticism is prominent when emotions are investigated outside social contexts. It is problematic because some emotions are directed at other people and arise from interactions with them. The development of smart mobile wearable devices (e.g., Apple Watch, Google Glass, iPhone, Fitbit) enables the wild and natural study for AC in the aspect of computer science. This survey emphasizes the AC study and system using smart wearable devices. Various models, methodologies and systems are discussed in order to examine the state of the art. Finally, we discuss remaining challenges and future works.
4.2IRAug 3, 2012
A Random Walk Based Model Incorporating Social Information for RecommendationsShang Shang, Sanjeev R. Kulkarni, Paul W. Cuff et al.
Collaborative filtering (CF) is one of the most popular approaches to build a recommendation system. In this paper, we propose a hybrid collaborative filtering model based on a Makovian random walk to address the data sparsity and cold start problems in recommendation systems. More precisely, we construct a directed graph whose nodes consist of items and users, together with item content, user profile and social network information. We incorporate user's ratings into edge settings in the graph model. The model provides personalized recommendations and predictions to individuals and groups. The proposed algorithms are evaluated on MovieLens and Epinions datasets. Experimental results show that the proposed methods perform well compared with other graph-based methods, especially in the cold start case.
5.9IRAug 3, 2012
Wisdom of the Crowd: Incorporating Social Influence in Recommendation ModelsShang Shang, Pan Hui, Sanjeev R. Kulkarni et al.
Recommendation systems have received considerable attention recently. However, most research has been focused on improving the performance of collaborative filtering (CF) techniques. Social networks, indispensably, provide us extra information on people's preferences, and should be considered and deployed to improve the quality of recommendations. In this paper, we propose two recommendation models, for individuals and for groups respectively, based on social contagion and social influence network theory. In the recommendation model for individuals, we improve the result of collaborative filtering prediction with social contagion outcome, which simulates the result of information cascade in the decision-making process. In the recommendation model for groups, we apply social influence network theory to take interpersonal influence into account to form a settled pattern of disagreement, and then aggregate opinions of group members. By introducing the concept of susceptibility and interpersonal influence, the settled rating results are flexible, and inclined to members whose ratings are "essential".