Zhihan Lv

HC
h-index19
24papers
832citations
Novelty28%
AI Score26

24 Papers

IVJan 4, 2023Code
Explicit Abnormality Extraction for Unsupervised Motion Artifact Reduction in Magnetic Resonance Imaging

Yusheng Zhou, Hao Li, Jianan Liu et al.

Motion artifacts compromise the quality of magnetic resonance imaging (MRI) and pose challenges to achieving diagnostic outcomes and image-guided therapies. In recent years, supervised deep learning approaches have emerged as successful solutions for motion artifact reduction (MAR). One disadvantage of these methods is their dependency on acquiring paired sets of motion artifact-corrupted (MA-corrupted) and motion artifact-free (MA-free) MR images for training purposes. Obtaining such image pairs is difficult and therefore limits the application of supervised training. In this paper, we propose a novel UNsupervised Abnormality Extraction Network (UNAEN) to alleviate this problem. Our network is capable of working with unpaired MA-corrupted and MA-free images. It converts the MA-corrupted images to MA-reduced images by extracting abnormalities from the MA-corrupted images using a proposed artifact extractor, which intercepts the residual artifact maps from the MA-corrupted MR images explicitly, and a reconstructor to restore the original input from the MA-reduced images. The performance of UNAEN was assessed by experimenting with various publicly available MRI datasets and comparing them with state-of-the-art methods. The quantitative evaluation demonstrates the superiority of UNAEN over alternative MAR methods and visually exhibits fewer residual artifacts. Our results substantiate the potential of UNAEN as a promising solution applicable in real-world clinical environments, with the capability to enhance diagnostic accuracy and facilitate image-guided therapies. Our codes are publicly available at https://github.com/YuSheng-Zhou/UNAEN.

IVOct 24, 2023
Unpaired MRI Super Resolution with Contrastive Learning

Hao Li, Quanwei Liu, Jianan Liu et al.

Magnetic resonance imaging (MRI) is crucial for enhancing diagnostic accuracy in clinical settings. However, the inherent long scan time of MRI restricts its widespread applicability. Deep learning-based image super-resolution (SR) methods exhibit promise in improving MRI resolution without additional cost. Due to lacking of aligned high-resolution (HR) and low-resolution (LR) MRI image pairs, unsupervised approaches are widely adopted for SR reconstruction with unpaired MRI images. However, these methods still require a substantial number of HR MRI images for training, which can be difficult to acquire. To this end, we propose an unpaired MRI SR approach that employs contrastive learning to enhance SR performance with limited HR training data. Empirical results presented in this study underscore significant enhancements in the peak signal-to-noise ratio and structural similarity index, even when a paucity of HR images is available. These findings accentuate the potential of our approach in addressing the challenge of limited HR training data, thereby contributing to the advancement of MRI in clinical applications.

CVOct 22, 2024
AGSENet: A Robust Road Ponding Detection Method for Proactive Traffic Safety

Ronghui Zhang, Shangyu Yang, Dakang Lyu et al.

Road ponding, a prevalent traffic hazard, poses a serious threat to road safety by causing vehicles to lose control and leading to accidents ranging from minor fender benders to severe collisions. Existing technologies struggle to accurately identify road ponding due to complex road textures and variable ponding coloration influenced by reflection characteristics. To address this challenge, we propose a novel approach called Self-Attention-based Global Saliency-Enhanced Network (AGSENet) for proactive road ponding detection and traffic safety improvement. AGSENet incorporates saliency detection techniques through the Channel Saliency Information Focus (CSIF) and Spatial Saliency Information Enhancement (SSIE) modules. The CSIF module, integrated into the encoder, employs self-attention to highlight similar features by fusing spatial and channel information. The SSIE module, embedded in the decoder, refines edge features and reduces noise by leveraging correlations across different feature levels. To ensure accurate and reliable evaluation, we corrected significant mislabeling and missing annotations in the Puddle-1000 dataset. Additionally, we constructed the Foggy-Puddle and Night-Puddle datasets for road ponding detection in low-light and foggy conditions, respectively. Experimental results demonstrate that AGSENet outperforms existing methods, achieving IoU improvements of 2.03\%, 0.62\%, and 1.06\% on the Puddle-1000, Foggy-Puddle, and Night-Puddle datasets, respectively, setting a new state-of-the-art in this field. Finally, we verified the algorithm's reliability on edge computing devices. This work provides a valuable reference for proactive warning research in road traffic safety.

AIDec 2, 2024
TAS-TsC: A Data-Driven Framework for Estimating Time of Arrival Using Temporal-Attribute-Spatial Tri-space Coordination of Truck Trajectories

Mengran Li, Junzhou Chen, Guanying Jiang et al.

Accurately estimating time of arrival (ETA) for trucks is crucial for optimizing transportation efficiency in logistics. GPS trajectory data offers valuable information for ETA, but challenges arise due to temporal sparsity, variable sequence lengths, and the interdependencies among multiple trucks. To address these issues, we propose the Temporal-Attribute-Spatial Tri-space Coordination (TAS-TsC) framework, which leverages three feature spaces-temporal, attribute, and spatial-to enhance ETA. Our framework consists of a Temporal Learning Module (TLM) using state space models to capture temporal dependencies, an Attribute Extraction Module (AEM) that transforms sequential features into structured attribute embeddings, and a Spatial Fusion Module (SFM) that models the interactions among multiple trajectories using graph representation learning.These modules collaboratively learn trajectory embeddings, which are then used by a Downstream Prediction Module (DPM) to estimate arrival times. We validate TAS-TsC on real truck trajectory datasets collected from Shenzhen, China, demonstrating its superior performance compared to existing methods.

CROct 17, 2021
Blockchain Enabled Secure Authentication for Unmanned Aircraft Systems

Yongxin Liu, Jian Wang, Yingjie Chen et al.

The integration of air and ground smart vehicles is becoming a new paradigm of future transportation. A decent number of smart unmanned vehicles or UAS will be sharing the national airspace for various purposes, such as express delivery, surveillance, etc. However, the proliferation of UAS also brings challenges considering the safe integration of them into the current Air Traffic Management (ATM) systems. Especially when the current Automatic Dependent Surveillance Broadcasting (ADS-B) systems do not have message authentication mechanisms, it can not distinguish whether an authorized UAS is using the corresponding airspace. In this paper, we aim to address these practical challenges in two folds. We first use blockchain to provide a secure authentication platform for flight plan approval and sharing between the existing ATM facilities. We then use the fountain code to encode the authentication payloads and adapt them into the de facto communication protocol of ATM. This maintains backward compatibility and ensures the verification success rate under the noisy broadcasting channel. We simulate the realistic wireless communication scenarios and theoretically prove that our proposed authentication framework is with low latency and highly compatible with existing ATM communication protocols.

HCApr 1, 2021
MeetDurian: A Gameful Mobile App to Prevent COVID-19 Infection

Dongliang Chen, Antonio Bucchiarone, Zhihan Lv

The COVID-19 problem has not gone away with the passing of the seasons. Even though most countries have achieved remarkable results in fighting against epidemic diseases and preventing and controlling viruses, the general public is still far from understanding the new crown virus and lacks imagination on its transmission law. In this paper, we propose MeetDurian: a cross-platform mobile application that exploits a location-based game to improve users' hygiene habits and reduce virus dispersal. We present its main features, its architecture, and its core technologies. Finally, we report a set of experiments that prove the acceptability and usability of MeetDurian. An illustrative demo of the mobile app features is shown in the following video: https://youtu.be/Vqg7nFDQuOU.

CVApr 19, 2017
Learn to Model Motion from Blurry Footages

Wenbin Li, Da Chen, Zhihan Lv et al.

It is difficult to recover the motion field from a real-world footage given a mixture of camera shake and other photometric effects. In this paper we propose a hybrid framework by interleaving a Convolutional Neural Network (CNN) and a traditional optical flow energy. We first conduct a CNN architecture using a novel learnable directional filtering layer. Such layer encodes the angle and distance similarity matrix between blur and camera motion, which is able to enhance the blur features of the camera-shake footages. The proposed CNNs are then integrated into an iterative optical flow framework, which enable the capability of modelling and solving both the blind deconvolution and the optical flow estimation problems simultaneously. Our framework is trained end-to-end on a synthetic dataset and yields competitive precision and performance against the state-of-the-art approaches.

CVMar 26, 2016
Nonrigid Optical Flow Ground Truth for Real-World Scenes with Time-Varying Shading Effects

Wenbin Li, Darren Cosker, Zhihan Lv et al.

In this paper we present a dense ground truth dataset of nonrigidly deforming real-world scenes. Our dataset contains both long and short video sequences, and enables the quantitatively evaluation for RGB based tracking and registration methods. To construct ground truth for the RGB sequences, we simultaneously capture Near-Infrared (NIR) image sequences where dense markers - visible only in NIR - represent ground truth positions. This allows for comparison with automatically tracked RGB positions and the formation of error metrics. Most previous datasets containing nonrigidly deforming sequences are based on synthetic data. Our capture protocol enables us to acquire real-world deforming objects with realistic photometric effects - such as blur and illumination change - as well as occlusion and complex deformations. A public evaluation website is constructed to allow for ranking of RGB image based optical flow and other dense tracking algorithms, with various statistical measures. Furthermore, we present an RGB-NIR multispectral optical flow model allowing for energy optimization by adoptively combining featured information from both the RGB and the complementary NIR channels. In our experiments we evaluate eight existing RGB based optical flow methods on our new dataset. We also evaluate our hybrid optical flow algorithm by comparing to two existing multispectral approaches, as well as varying our input channels across RGB, NIR and RGB-NIR.

HCMar 20, 2016
Preprint: Bigdata Oriented Multimedia Mobile Health Applications

Zhihan Lv, Javier Chirivella, Pablo Gagliardo

This is the preprint version of our paper on JOMS. In this paper, two mHealth applications are introduced, which can be employed as the terminals of bigdata based health service to collect information for electronic medical records (EMRs). The first one is a hybrid system for improving the user experience in the hyperbaric oxygen chamber by 3D stereoscopic virtual reality glasses and immersive perception. Several HMDs have been tested and compared. The second application is a voice interactive serious game as a likely solution for providing assistive rehabilitation tool for therapists. The recorder of the voice of patients could be analysed to evaluate the long-time rehabilitation results and further to predict the rehabilitation process.

HCSep 22, 2015
Preprint: Comparing Kinect2 based Balance Measurement Software to Wii Balance Board

Zhihan Lv, Vicente Penades, Sonia Blasco et al.

This is the preprint version of our paper on REHAB2015. A balance measurement software based on Kinect2 sensor is evaluated by comparing to Wii balance board in numerical analysis level, and further improved according to the consideration of BFP (Body fat percentage) values of the user. Several person with different body types are involved into the test. The algorithm is improved by comparing the body type of the user to the 'golden- standard' body type. The evaluation results of the optimized algorithm preliminarily prove the reliability of the software.

HCSep 22, 2015
Preprint: Intuitive Evaluation of Kinect2 based Balance Measurement Software

Zhihan Lv, Vicente Penades, Sonia Blasco et al.

This is the preprint version of our paper on REHAB2015. A balance measurement software based on Kinect2 sensor is evaluated by comparing to golden standard balance measure platform intuitively. The software analysis the tracked body data from the user by Kinect2 sensor and get user's center of mass(CoM) as well as its motion route on a plane. The software is evaluated by several comparison tests, the evaluation results preliminarily prove the reliability of the software.

HCSep 22, 2015
Preprint: Bringing immersive enjoyment to hyperbaric oxygen chamber users using virtual reality glasses

Zhihan Lv

This is the preprint version of our paper on REHAB2015. This paper proposed a novel immersive entertainment system for the users of hyperbaric oxygen therapy chamber. The system is a hybrid of hardware and software, the scheme is described in this paper. The hardware is combined by a HMD (i.e. virtual reality glasses shell), a smartphone and a waterproof bag. The software is able to transfer the stereoscopic images of the 3D game to the screen of the smartphone synchronously. The comparison and selection of the hardware are discussed according to the practical running scene of the clinical hyperbaric oxygen treatment. Finally, a preliminary guideline for designing this kind of system is raised accordingly.

HCSep 1, 2015
Preprint Virtual Reality Assistant Technology for Learning Primary Geography

Zhihan Lv, Xiaoming Li

This is the preprint version of our paper on ICWL2015. A virtual reality based enhanced technology for learning primary geography is proposed, which synthesizes several latest information technologies including virtual reality(VR), 3D geographical information system(GIS), 3D visualization and multimodal human-computer-interaction (HCI). The main functions of the proposed system are introduced, i.e. Buffer analysis, Overlay analysis, Space convex hull calculation, Space convex decomposition, 3D topology analysis and 3D space intersection detection. The multimodal technologies are employed in the system to enhance the immersive perception of the users.

CVAug 18, 2015
Preprint ARPPS Augmented Reality Pipeline Prospect System

Xiaolei Zhang, Yong Han, DongSheng Hao et al.

This is the preprint version of our paper on ICONIP. Outdoor augmented reality geographic information system (ARGIS) is the hot application of augmented reality over recent years. This paper concludes the key solutions of ARGIS, designs the mobile augmented reality pipeline prospect system (ARPPS), and respectively realizes the machine vision based pipeline prospect system (MVBPPS) and the sensor based pipeline prospect system (SBPPS). With the MVBPPS's realization, this paper studies the neural network based 3D features matching method.

HCAug 9, 2015
Preprint Virtual Reality Based GIS Analysis Platform

Weixi Wang, Zhihan Lv, Xiaoming Li et al.

This is the preprint version of our paper on ICONIP2015. The proposed platform supports the integrated VRGIS functions including 3D spatial analysis functions, 3D visualization for spatial process and serves for 3D globe and digital city. The 3D analysis and visualization of the concerned city massive information are conducted in the platform. The amount of information that can be visualized with this platform is overwhelming, and the GIS based navigational scheme allows to have great flexibility to access the different available data sources.

HCApr 23, 2015
Preprint Touch-less Interactive Augmented Reality Game on Vision Based Wearable Device

Zhihan Lv, Alaa Halawani, Shengzhong Feng et al.

This is the preprint version of our paper on Personal and Ubiquitous Computing. There is an increasing interest in creating pervasive games based on emerging interaction technologies. In order to develop touch-less, interactive and augmented reality games on vision-based wearable device, a touch-less motion interaction technology is designed and evaluated in this work. Users interact with the augmented reality games with dynamic hands/feet gestures in front of the camera, which triggers the interaction event to interact with the virtual object in the scene. Three primitive augmented reality games with eleven dynamic gestures are developed based on the proposed touch-less interaction technology as proof. At last, a comparing evaluation is proposed to demonstrate the social acceptability and usability of the touch-less approach, running on a hybrid wearable framework or with Google Glass, as well as workload assessment, user's emotions and satisfaction.

HCApr 16, 2015
Preprint Clinical Feedback and Technology Selection of Game Based Dysphonic Rehabilitation Tool

Zhihan Lv, Chantal Esteve, Javier Chirivella et al.

This is the preprint version of our paper on 2015 9th International Conference on Pervasive Computing Technologies for Healthcare (PervasiveHealth2015). An assistive training tool software for rehabilitation of dysphonic patients is evaluated according to the practical clinical feedback from the treatments. One stroke sufferer and one parkinson sufferer have provided earnest suggestions for the improvement of our tool software. The assistive tool employs a serious game as the attractive logic part, and running on the tablet with normal microphone as input device. Seven pitch estimation algorithms have been evaluated and compared with selected patients voice database. A series of benchmarks have been generated during the evaluation process for technology selection.

HCApr 13, 2015
Preprint Imagining In-Air Interaction for Hemiplegia Sufferer

Zhihan Lv, Haibo Li

This is the preprint version of our paper on 2015 International Conference on Virtual Rehabilitation (ICVR2015). In this paper, we described the imagination scenarios of a touch-less interaction technology for hemiplegia, which can support either hand or foot interaction with the smartphone or head mounted device (HMD). The computer vision interaction technology is implemented in our previous work, which provides a core support for gesture interaction by accurately detecting and tracking the hand or foot gesture. The patients interact with the application using hand/foot gesture motion in the camera view.

HCApr 13, 2015
Preprint Serious Game Based Dysphonic Rehabilitation Tool

Zhihan Lv, Chantal Esteve, Javier Chirivella et al.

This is the preprint version of our paper on 2015 International Conference on Virtual Rehabilitation (ICVR2015). The purpose of this work is designing and implementing a rehabilitation software for dysphonic patients. Constant training is a key factor for this type of therapy. The patient can play the game as well as conduct the voice training simultaneously guided by therapists at clinic or exercise independently at home. The voice information can be recorded and extracted for evaluating the long-time rehabilitation progress.

GRApr 6, 2015
Preprint Big City 3D Visual Analysis

Zhihan Lv, Xiaoming Li, Baoyun Zhang et al.

This is the preprint version of our paper on EUROGRAPHICS 2015. A big city visual analysis platform based on Web Virtual Reality Geographical Information System (WEBVRGIS) is presented. Extensive model editing functions and spatial analysis functions are available, including terrain analysis, spatial analysis, sunlight analysis, traffic analysis, population analysis and community analysis.

HCApr 4, 2015
WebVRGIS Based City Bigdata 3D Visualization and Analysis

Xiaoming Li, Zhihan Lv, Baoyun Zhang et al.

This paper shows the WEBVRGIS platform overlying multiple types of data about Shenzhen over a 3d globe. The amount of information that can be visualized with this platform is overwhelming, and the GIS-based navigational scheme allows to have great flexibility to access the different available data sources. For example,visualising historical and forecasted passenger volume at stations could be very helpful when overlaid with other social data.

HCApr 4, 2015
3D visual analysis of seabed on smartphone

Zhihan Lv, Tianyun Su, Xiaoming Li et al.

We create a 'virtual-seabed' platform to realize the 3D visual analysis of seabed on smartphone. The 3D seabed platform is based on a 'section-drilling' model, implementing visualization and analysis of the integrated data of seabed on the 3D browser on smartphone. Some 3D visual analysis functions are developed. This work presents a thorough and interesting way of presenting seabed data on smartphone, which raises many application possibilities. This platform is another practical proof based on our WebVRGIS platform.

HCApr 4, 2015
Preprint A Game Based Assistive Tool for Rehabilitation of Dysphonic Patients

Zhihan Lv, Chantal Esteve, Javier Chirivella et al.

This is the preprint version of our paper on 3rd International Workshop on Virtual and Augmented Assistive Technology (VAAT) at IEEE Virtual Reality 2015 (VR2015). An assistive training tool for rehabilitation of dysphonic patients is designed and developed according to the practical clinical needs. The assistive tool employs a space flight game as the attractive logic part, and microphone arrays as input device, which is getting rid of ambient noise by setting a specific orientation. The therapist can guide the patient to play the game as well as the voice training simultaneously side by side, while not interfere the patient voice. The voice information can be recorded and extracted for evaluating the long-time rehabilitation progress. This paper outlines a design science approach for the development of an initial useful software prototype of such a tool, considering 'Intuitive', 'Entertainment', 'Incentive' as main design factors.

HCApr 4, 2015
Preprint Extending Touch-less Interaction on Vision Based Wearable Device

Zhihan Lv, Liangbing Feng, Shengzhong Feng et al.

This is the preprint version of our paper on IEEE Virtual Reality Conference 2015. A touch-less interaction technology on vision based wearable device is designed and evaluated. Users interact with the application with dynamic hands/feet gestures in front of the camera. Several proof-of-concept prototypes with eleven dynamic gestures are developed based on the touch-less interaction. At last, a comparing user study evaluation is proposed to demonstrate the usability of the touch-less approach, as well as the impact on user's emotion, running on a wearable framework or Google Glass.