Yike Zhang

AI
h-index5
5papers
25citations
Novelty41%
AI Score29

5 Papers

2.3GRApr 21, 2025Code
Vision6D: 3D-to-2D Interactive Visualization and Annotation Tool for 6D Pose Estimation

Yike Zhang, Eduardo Davalos, Jack Noble

Accurate 6D pose estimation has gained more attention over the years for robotics-assisted tasks that require precise interaction with physical objects. This paper presents an interactive 3D-to-2D visualization and annotation tool to support the 6D pose estimation research community. To the best of our knowledge, the proposed work is the first tool that allows users to visualize and manipulate 3D objects interactively on a 2D real-world scene, along with a comprehensive user study. This system supports robust 6D camera pose annotation by providing both visual cues and spatial relationships to determine object position and orientation in various environments. The annotation feature in Vision6D is particularly helpful in scenarios where the transformation matrix between the camera and world objects is unknown, as it enables accurate annotation of these objects' poses using only the camera intrinsic matrix. This capability serves as a foundational step in developing and training advanced pose estimation models across various domains. We evaluate Vision6D's effectiveness by utilizing widely-used open-source pose estimation datasets Linemod and HANDAL through comparisons between the default ground-truth camera poses with manual annotations. A user study was performed to show that Vision6D generates accurate pose annotations via visual cues in an intuitive 3D user interface. This approach aims to bridge the gap between 2D scene projections and 3D scenes, offering an effective way for researchers and developers to solve 6D pose annotation related problems. The software is open-source and publicly available at https://github.com/InteractiveGL/vision6D.

10.7AIMay 10, 2024
A First Step in Using Machine Learning Methods to Enhance Interaction Analysis for Embodied Learning Environments

Joyce Fonteles, Eduardo Davalos, Ashwin T. S. et al.

Investigating children's embodied learning in mixed-reality environments, where they collaboratively simulate scientific processes, requires analyzing complex multimodal data to interpret their learning and coordination behaviors. Learning scientists have developed Interaction Analysis (IA) methodologies for analyzing such data, but this requires researchers to watch hours of videos to extract and interpret students' learning patterns. Our study aims to simplify researchers' tasks, using Machine Learning and Multimodal Learning Analytics to support the IA processes. Our study combines machine learning algorithms and multimodal analyses to support and streamline researcher efforts in developing a comprehensive understanding of students' scientific engagement through their movements, gaze, and affective responses in a simulated scenario. To facilitate an effective researcher-AI partnership, we present an initial case study to determine the feasibility of visually representing students' states, actions, gaze, affect, and movement on a timeline. Our case study focuses on a specific science scenario where students learn about photosynthesis. The timeline allows us to investigate the alignment of critical learning moments identified by multimodal and interaction analysis, and uncover insights into students' temporal learning progressions.

4.3CYMar 3, 2025Code
LLMs as Educational Analysts: Transforming Multimodal Data Traces into Actionable Reading Assessment Reports

Eduardo Davalos, Yike Zhang, Namrata Srivastava et al.

Reading assessments are essential for enhancing students' comprehension, yet many EdTech applications focus mainly on outcome-based metrics, providing limited insights into student behavior and cognition. This study investigates the use of multimodal data sources -- including eye-tracking data, learning outcomes, assessment content, and teaching standards -- to derive meaningful reading insights. We employ unsupervised learning techniques to identify distinct reading behavior patterns, and then a large language model (LLM) synthesizes the derived information into actionable reports for educators, streamlining the interpretation process. LLM experts and human educators evaluate these reports for clarity, accuracy, relevance, and pedagogical usefulness. Our findings indicate that LLMs can effectively function as educational analysts, turning diverse data into teacher-friendly insights that are well-received by educators. While promising for automating insight generation, human oversight remains crucial to ensure reliability and fairness. This research advances human-centered AI in education, connecting data-driven analytics with practical classroom applications.

9.5HCJan 30, 2025
Beyond Instructed Tasks: Recognizing In-the-Wild Reading Behaviors in the Classroom Using Eye Tracking

Eduardo Davalos, Jorge Alberto Salas, Yike Zhang et al.

Understanding reader behaviors such as skimming, deep reading, and scanning is essential for improving educational instruction. While prior eye-tracking studies have trained models to recognize reading behaviors, they often rely on instructed reading tasks, which can alter natural behaviors and limit the applicability of these findings to in-the-wild settings. Additionally, there is a lack of clear definitions for reading behavior archetypes in the literature. We conducted a classroom study to address these issues by collecting instructed and in-the-wild reading data. We developed a mixed-method framework, including a human-driven theoretical model, statistical analyses, and an AI classifier, to differentiate reading behaviors based on their velocity, density, and sequentiality. Our lightweight 2D CNN achieved an F1 score of 0.8 for behavior recognition, providing a robust approach for understanding in-the-wild reading. This work advances our ability to provide detailed behavioral insights to educators, supporting more targeted and effective assessment and instruction.

3.7CVJun 16, 2024
3D Gaze Tracking for Studying Collaborative Interactions in Mixed-Reality Environments

Eduardo Davalos, Yike Zhang, Ashwin T. S. et al.

This study presents a novel framework for 3D gaze tracking tailored for mixed-reality settings, aimed at enhancing joint attention and collaborative efforts in team-based scenarios. Conventional gaze tracking, often limited by monocular cameras and traditional eye-tracking apparatus, struggles with simultaneous data synchronization and analysis from multiple participants in group contexts. Our proposed framework leverages state-of-the-art computer vision and machine learning techniques to overcome these obstacles, enabling precise 3D gaze estimation without dependence on specialized hardware or complex data fusion. Utilizing facial recognition and deep learning, the framework achieves real-time, tracking of gaze patterns across several individuals, addressing common depth estimation errors, and ensuring spatial and identity consistency within the dataset. Empirical results demonstrate the accuracy and reliability of our method in group environments. This provides mechanisms for significant advances in behavior and interaction analysis in educational and professional training applications in dynamic and unstructured environments.