Xingyu Song

CV
h-index12
5papers
15citations
Novelty47%
AI Score31

5 Papers

4.9CLApr 15, 2025Code
Exploring the Role of Knowledge Graph-Based RAG in Japanese Medical Question Answering with Small-Scale LLMs

Yingjian Chen, Feiyang Li, Xingyu Song et al.

Large language models (LLMs) perform well in medical QA, but their effectiveness in Japanese contexts is limited due to privacy constraints that prevent the use of commercial models like GPT-4 in clinical settings. As a result, recent efforts focus on instruction-tuning open-source LLMs, though the potential of combining them with retrieval-augmented generation (RAG) remains underexplored. To bridge this gap, we are the first to explore a knowledge graph-based (KG) RAG framework for Japanese medical QA small-scale open-source LLMs. Experimental results show that KG-based RAG has only a limited impact on Japanese medical QA using small-scale open-source LLMs. Further case studies reveal that the effectiveness of the RAG is sensitive to the quality and relevance of the external retrieved content. These findings offer valuable insights into the challenges and potential of applying RAG in Japanese medical QA, while also serving as a reference for other low-resource languages.

6.5CVApr 30, 2024Code
Quater-GCN: Enhancing 3D Human Pose Estimation with Orientation and Semi-supervised Training

Xingyu Song, Zhan Li, Shi Chen et al.

3D human pose estimation is a vital task in computer vision, involving the prediction of human joint positions from images or videos to reconstruct a skeleton of a human in three-dimensional space. This technology is pivotal in various fields, including animation, security, human-computer interaction, and automotive safety, where it promotes both technological progress and enhanced human well-being. The advent of deep learning significantly advances the performance of 3D pose estimation by incorporating temporal information for predicting the spatial positions of human joints. However, traditional methods often fall short as they primarily focus on the spatial coordinates of joints and overlook the orientation and rotation of the connecting bones, which are crucial for a comprehensive understanding of human pose in 3D space. To address these limitations, we introduce Quater-GCN (Q-GCN), a directed graph convolutional network tailored to enhance pose estimation by orientation. Q-GCN excels by not only capturing the spatial dependencies among node joints through their coordinates but also integrating the dynamic context of bone rotations in 2D space. This approach enables a more sophisticated representation of human poses by also regressing the orientation of each bone in 3D space, moving beyond mere coordinate prediction. Furthermore, we complement our model with a semi-supervised training strategy that leverages unlabeled data, addressing the challenge of limited orientation ground truth data. Through comprehensive evaluations, Q-GCN has demonstrated outstanding performance against current state-of-the-art methods.

4.9CLMar 27, 2025
JiraiBench: A Bilingual Benchmark for Evaluating Large Language Models' Detection of Human Self-Destructive Behavior Content in Jirai Community

Yunze Xiao, Tingyu He, Lionel Z. Wang et al.

This paper introduces JiraiBench, the first bilingual benchmark for evaluating large language models' effectiveness in detecting self-destructive content across Chinese and Japanese social media communities. Focusing on the transnational "Jirai" (landmine) online subculture that encompasses multiple forms of self-destructive behaviors including drug overdose, eating disorders, and self-harm, we present a comprehensive evaluation framework incorporating both linguistic and cultural dimensions. Our dataset comprises 10,419 Chinese posts and 5,000 Japanese posts with multidimensional annotation along three behavioral categories, achieving substantial inter-annotator agreement. Experimental evaluations across four state-of-the-art models reveal significant performance variations based on instructional language, with Japanese prompts unexpectedly outperforming Chinese prompts when processing Chinese content. This emergent cross-cultural transfer suggests that cultural proximity can sometimes outweigh linguistic similarity in detection tasks. Cross-lingual transfer experiments with fine-tuned models further demonstrate the potential for knowledge transfer between these language systems without explicit target language training. These findings highlight the need for culturally-informed approaches to multilingual content moderation and provide empirical evidence for the importance of cultural context in developing more effective detection systems for vulnerable online communities.

5.2CVApr 10, 2024Code
An Animation-based Augmentation Approach for Action Recognition from Discontinuous Video

Xingyu Song, Zhan Li, Shi Chen et al.

Action recognition, an essential component of computer vision, plays a pivotal role in multiple applications. Despite significant improvements brought by Convolutional Neural Networks (CNNs), these models suffer performance declines when trained with discontinuous video frames, which is a frequent scenario in real-world settings. This decline primarily results from the loss of temporal continuity, which is crucial for understanding the semantics of human actions. To overcome this issue, we introduce the 4A (Action Animation-based Augmentation Approach) pipeline, which employs a series of sophisticated techniques: starting with 2D human pose estimation from RGB videos, followed by Quaternion-based Graph Convolution Network for joint orientation and trajectory prediction, and Dynamic Skeletal Interpolation for creating smoother, diversified actions using game engine technology. This innovative approach generates realistic animations in varied game environments, viewed from multiple viewpoints. In this way, our method effectively bridges the domain gap between virtual and real-world data. In experimental evaluations, the 4A pipeline achieves comparable or even superior performance to traditional training approaches using real-world data, while requiring only 10% of the original data volume. Additionally, our approach demonstrates enhanced performance on In-the-wild videos, marking a significant advancement in the field of action recognition.

2.0CVJan 24, 2024
GTAutoAct: An Automatic Datasets Generation Framework Based on Game Engine Redevelopment for Action Recognition

Xingyu Song, Zhan Li, Shi Chen et al.

Current datasets for action recognition tasks face limitations stemming from traditional collection and generation methods, including the constrained range of action classes, absence of multi-viewpoint recordings, limited diversity, poor video quality, and labor-intensive manually collection. To address these challenges, we introduce GTAutoAct, a innovative dataset generation framework leveraging game engine technology to facilitate advancements in action recognition. GTAutoAct excels in automatically creating large-scale, well-annotated datasets with extensive action classes and superior video quality. Our framework's distinctive contributions encompass: (1) it innovatively transforms readily available coordinate-based 3D human motion into rotation-orientated representation with enhanced suitability in multiple viewpoints; (2) it employs dynamic segmentation and interpolation of rotation sequences to create smooth and realistic animations of action; (3) it offers extensively customizable animation scenes; (4) it implements an autonomous video capture and processing pipeline, featuring a randomly navigating camera, with auto-trimming and labeling functionalities. Experimental results underscore the framework's robustness and highlights its potential to significantly improve action recognition model training.