Han Zhang

CV
h-index28
7papers
351citations
Novelty50%
AI Score38

7 Papers

21.0LGNov 4, 2022Code
GLOBEM Dataset: Multi-Year Datasets for Longitudinal Human Behavior Modeling Generalization

Xuhai Xu, Han Zhang, Yasaman Sefidgar et al. · uw

Recent research has demonstrated the capability of behavior signals captured by smartphones and wearables for longitudinal behavior modeling. However, there is a lack of a comprehensive public dataset that serves as an open testbed for fair comparison among algorithms. Moreover, prior studies mainly evaluate algorithms using data from a single population within a short period, without measuring the cross-dataset generalizability of these algorithms. We present the first multi-year passive sensing datasets, containing over 700 user-years and 497 unique users' data collected from mobile and wearable sensors, together with a wide range of well-being metrics. Our datasets can support multiple cross-dataset evaluations of behavior modeling algorithms' generalizability across different users and years. As a starting point, we provide the benchmark results of 18 algorithms on the task of depression detection. Our results indicate that both prior depression detection algorithms and domain generalization techniques show potential but need further research to achieve adequate cross-dataset generalizability. We envision our multi-year datasets can support the ML community in developing generalizable longitudinal behavior modeling algorithms.

8.7CVMar 8, 2024Code
MUC: Mixture of Uncalibrated Cameras for Robust 3D Human Body Reconstruction

Yitao Zhu, Sheng Wang, Mengjie Xu et al.

Multiple cameras can provide comprehensive multi-view video coverage of a person. Fusing this multi-view data is crucial for tasks like behavioral analysis, although it traditionally requires camera calibration, a process that is often complex. Moreover, previous studies have overlooked the challenges posed by self-occlusion under multiple views and the continuity of human body shape estimation. In this study, we introduce a method to reconstruct the 3D human body from multiple uncalibrated camera views. Initially, we utilize a pre-trained human body encoder to process each camera view individually, enabling the reconstruction of human body models and parameters for each view along with predicted camera positions. Rather than merely averaging the models across views, we develop a neural network trained to assign weights to individual views for all human body joints, based on the estimated distribution of joint distances from each camera. Additionally, we focus on the mesh surface of the human body for dynamic fusion, allowing for the seamless integration of facial expressions and body shape into a unified human body model. Our method has shown excellent performance in reconstructing the human body on two public datasets, advancing beyond previous work from the SMPL model to the SMPL-X model. This extension incorporates more complex hand poses and facial expressions, enhancing the detail and accuracy of the reconstructions. Crucially, it supports the flexible ad-hoc deployment of any number of cameras, offering significant potential for various applications. Our code is available at https://github.com/AbsterZhu/MUC.

2.9HCOct 5, 2022
Towards Semi-automatic Detection and Localization of Indoor Accessibility Issues using Mobile Depth Scanning and Computer Vision

Xia Su, Kaiming Cheng, Han Zhang et al.

To help improve the safety and accessibility of indoor spaces, researchers and health professionals have created assessment instruments that enable homeowners and trained experts to audit and improve homes. With advances in computer vision, augmented reality (AR), and mobile sensors, new approaches are now possible. We introduce RASSAR (Room Accessibility and Safety Scanning in Augmented Reality), a new proof-of-concept prototype for semi-automatically identifying, categorizing, and localizing indoor accessibility and safety issues using LiDAR + camera data, machine learning, and AR. We present an overview of the current RASSAR prototype and a preliminary evaluation in a single home.

5.1NCJun 17, 2019Code
Brain Network Construction and Classification Toolbox (BrainNetClass)

Zhen Zhou, Xiaobo Chen, Yu Zhang et al.

Brain functional network has become an increasingly used approach in understanding brain functions and diseases. Many network construction methods have been developed, whereas the majority of the studies still used static pairwise Pearson's correlation-based functional connectivity. The goal of this work is to introduce a toolbox namely "Brain Network Construction and Classification" (BrainNetClass) to the field to promote more advanced brain network construction methods. It comprises various brain network construction methods, including some state-of-the-art methods that were recently developed to capture more complex interactions among brain regions along with connectome feature extraction, reduction, parameter optimization towards network-based individualized classification. BrainNetClass is a MATLAB-based, open-source, cross-platform toolbox with graphical user-friendly interfaces for cognitive and clinical neuroscientists to perform rigorous computer-aided diagnosis with interpretable result presentations even though they do not possess neuroimage computing and machine learning knowledge. We demonstrate the implementations of this toolbox on real resting-state functional MRI datasets. BrainNetClass (v1.0) can be downloaded from https://github.com/zzstefan/BrainNetClass.

30.8AIDec 4, 2024
The Matrix: Infinite-Horizon World Generation with Real-Time Moving Control

Ruili Feng, Han Zhang, Zhantao Yang et al.

We present The Matrix, the first foundational realistic world simulator capable of generating continuous 720p high-fidelity real-scene video streams with real-time, responsive control in both first- and third-person perspectives, enabling immersive exploration of richly dynamic environments. Trained on limited supervised data from AAA games like Forza Horizon 5 and Cyberpunk 2077, complemented by large-scale unsupervised footage from real-world settings like Tokyo streets, The Matrix allows users to traverse diverse terrains -- deserts, grasslands, water bodies, and urban landscapes -- in continuous, uncut hour-long sequences. Operating at 16 FPS, the system supports real-time interactivity and demonstrates zero-shot generalization, translating virtual game environments to real-world contexts where collecting continuous movement data is often infeasible. For example, The Matrix can simulate a BMW X3 driving through an office setting--an environment present in neither gaming data nor real-world sources. This approach showcases the potential of AAA game data to advance robust world models, bridging the gap between simulations and real-world applications in scenarios with limited data.

3.6CVApr 3, 2025
HALO: Human-Aligned End-to-end Image Retargeting with Layered Transformations

Yiran Xu, Siqi Xie, Zhuofang Li et al.

Image retargeting aims to change the aspect-ratio of an image while maintaining its content and structure with less visual artifacts. Existing methods still generate many artifacts or fail to maintain original content or structure. To address this, we introduce HALO, an end-to-end trainable solution for image retargeting. Since humans are more sensitive to distortions in salient areas than non-salient areas of an image, HALO decomposes the input image into salient/non-salient layers and applies different wrapping fields to different layers. To further minimize the structure distortion in the output images, we propose perceptual structure similarity loss which measures the structure similarity between input and output images and aligns with human perception. Both quantitative results and a user study on the RetargetMe dataset show that HALO achieves SOTA. Especially, our method achieves an 18.4% higher user preference compared to the baselines on average.

20.7CVSep 4, 2017
Link the head to the "beak": Zero Shot Learning from Noisy Text Description at Part Precision

Mohamed Elhoseiny, Yizhe Zhu, Han Zhang et al.

In this paper, we study learning visual classifiers from unstructured text descriptions at part precision with no training images. We propose a learning framework that is able to connect text terms to its relevant parts and suppress connections to non-visual text terms without any part-text annotations. For instance, this learning process enables terms like "beak" to be sparsely linked to the visual representation of parts like head, while reduces the effect of non-visual terms like "migrate" on classifier prediction. Images are encoded by a part-based CNN that detect bird parts and learn part-specific representation. Part-based visual classifiers are predicted from text descriptions of unseen visual classifiers to facilitate classification without training images (also known as zero-shot recognition). We performed our experiments on CUBirds 2011 dataset and improves the state-of-the-art text-based zero-shot recognition results from 34.7\% to 43.6\%. We also created large scale benchmarks on North American Bird Images augmented with text descriptions, where we also show that our approach outperforms existing methods. Our code, data, and models are publically available.