Daniel He

AI
h-index72
3papers
1citation
Novelty63%
AI Score39

3 Papers

LGJul 31, 2024
UnPaSt: unsupervised patient stratification by biclustering of omics data

Michael Hartung, Andreas Maier, Yuliya Burankova et al.

Unsupervised patient stratification is essential for disease subtype discovery, yet, despite growing evidence of molecular heterogeneity of non-oncological diseases, popular methods are benchmarked primarily using cancers with mutually exclusive molecular subtypes well-differentiated by numerous biomarkers. Evaluating 22 unsupervised methods, including clustering and biclustering, using simulated and real transcriptomics data revealed their inefficiency in scenarios with non-mutually exclusive subtypes or subtypes discriminated only by few biomarkers. To address these limitations and advance precision medicine, we developed UnPaSt, a novel biclustering algorithm for unsupervised patient stratification based on differentially expressed biclusters. UnPaSt outperformed widely used patient stratification approaches in the de novo identification of known subtypes of breast cancer and asthma. In addition, it detected many biologically insightful patterns across bulk transcriptomics, proteomics, single-cell, spatial transcriptomics, and multi-omics datasets, enabling a more nuanced and interpretable view of high-throughput data heterogeneity than traditionally used methods.

HCNov 23, 2025
Clinician-Directed Large Language Model Software Generation for Therapeutic Interventions in Physical Rehabilitation

Edward Kim, Yuri Cho, Jose Eduardo E. Lima et al.

Digital health interventions increasingly deliver home exercise programs via sensor-equipped devices such as smartphones, enabling remote monitoring of adherence and performance. However, current software is usually authored before clinical encounters as libraries of modules for broad impairment categories. At the point of care, clinicians can only choose from these modules and adjust a few parameters (for example, duration or repetitions). As a result, individual limitations, goals, and environmental constraints are often not reflected, limiting personalization and benefit. We propose a paradigm in which large language models (LLMs) act as constrained translators that convert clinicians' exercise prescriptions into intervention software. Clinicians remain the decision makers: they design exercises during the encounter, tailored to each patient's impairments, goals, and environment, and the LLM generates matching software. We conducted a prospective single-arm feasibility study with 20 licensed physical and occupational therapists who created 40 individualized upper extremity programs for a standardized patient; 100% of prescriptions were translated into executable software, compared with 55% under a representative template-based digital health intervention (p < 0.01). LLM-generated software correctly delivered 99.7% of instructions and monitored performance with 88.4% accuracy (95% confidence interval, 0.843-0.915). Overall, 90% of therapists judged the system safe for patient interaction and 75% expressed willingness to adopt it in practice. To our knowledge, this is the first prospective evaluation of clinician-directed intervention software generation with an LLM in health care, demonstrating feasibility and motivating larger trials in real patient populations.

AISep 29, 2025
Interactive Program Synthesis for Modeling Collaborative Physical Activities from Narrated Demonstrations

Edward Kim, Daniel He, Jorge Chao et al.

Teaching systems physical tasks is a long standing goal in HCI, yet most prior work has focused on non collaborative physical activities. Collaborative tasks introduce added complexity, requiring systems to infer users assumptions about their teammates intent, which is an inherently ambiguous and dynamic process. This necessitates representations that are interpretable and correctable, enabling users to inspect and refine system behavior. We address this challenge by framing collaborative task learning as a program synthesis problem. Our system represents behavior as editable programs and uses narrated demonstrations, i.e. paired physical actions and natural language, as a unified modality for teaching, inspecting, and correcting system logic without requiring users to see or write code. The same modality is used for the system to communicate its learning to users. In a within subjects study, 20 users taught multiplayer soccer tactics to our system. 70 percent (14/20) of participants successfully refined learned programs to match their intent and 90 percent (18/20) found it easy to correct the programs. The study surfaced unique challenges in representing learning as programs and in enabling users to teach collaborative physical activities. We discuss these issues and outline mitigation strategies.