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Chun Yu

Publications and source records attributed to Chun Yu.

47 records · Page 3Linked to original sources

G-VOILA: Gaze-Facilitated Information Querying in Daily Scenarios

Modern information querying systems are progressively incorporating multimodal inputs like vision and audio. However, the integration of gaze -- a modality deeply linked to user intent and increasingly accessible via gaze-tracking wearables -- remains underexplored. This paper introduces a novel gaze-facilitated information querying paradigm, named G-VOILA, which synergizes users' gaze, visual field, and voice-based natural language queries to facilitate a more intuitive querying process. In a user-enactment study involving 21 participants in 3 daily scenarios (p = 21, scene = 3), we revealed the ambiguity in users' query language and a gaze-voice coordination pattern in users' natural query behaviors with G-VOILA. Based on the quantitative and qualitative findings, we developed a design framework for the G-VOILA paradigm, which effectively integrates the gaze data with the in-situ querying context. Then we implemented a G-VOILA proof-of-concept using cutting-edge deep learning techniques. A follow-up user study (p = 16, scene = 2) demonstrates its effectiveness by achieving both higher objective score and subjective score, compared to a baseline without gaze data. We further conducted interviews and provided insights for future gaze-facilitated information querying systems.

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A Human-Computer Collaborative Tool for Training a Single Large Language Model Agent into a Network through Few Examples

The capabilities of a single large language model (LLM) agent for solving a complex task are limited. Connecting multiple LLM agents to a network can effectively improve overall performance. However, building an LLM agent network (LAN) requires a substantial amount of time and effort. In this paper, we introduce EasyLAN, a human-computer collaborative tool that helps developers construct LANs. EasyLAN initially generates a LAN containing only one agent based on the description of the desired task. Subsequently, EasyLAN leverages a few training examples to update the LAN. For each example, EasyLAN models the gap between the output and the ground truth and identifies the causes of the errors. These errors are addressed through carefully designed strategies. Users can intervene in EasyLAN's workflow or directly modify the LAN. Eventually, the LAN evolves from a single agent to a network of LLM agents. The experimental results indicate that developers can rapidly construct LANs with good performance.

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MindShift: Leveraging Large Language Models for Mental-States-Based Problematic Smartphone Use Intervention

Problematic smartphone use negatively affects physical and mental health. Despite the wide range of prior research, existing persuasive techniques are not flexible enough to provide dynamic persuasion content based on users' physical contexts and mental states. We first conducted a Wizard-of-Oz study (N=12) and an interview study (N=10) to summarize the mental states behind problematic smartphone use: boredom, stress, and inertia. This informs our design of four persuasion strategies: understanding, comforting, evoking, and scaffolding habits. We leveraged large language models (LLMs) to enable the automatic and dynamic generation of effective persuasion content. We developed MindShift, a novel LLM-powered problematic smartphone use intervention technique. MindShift takes users' in-the-moment app usage behaviors, physical contexts, mental states, goals \& habits as input, and generates personalized and dynamic persuasive content with appropriate persuasion strategies. We conducted a 5-week field experiment (N=25) to compare MindShift with its simplified version (remove mental states) and baseline techniques (fixed reminder). The results show that MindShift improves intervention acceptance rates by 4.7-22.5% and reduces smartphone usage duration by 7.4-9.8%. Moreover, users have a significant drop in smartphone addiction scale scores and a rise in self-efficacy scale scores. Our study sheds light on the potential of leveraging LLMs for context-aware persuasion in other behavior change domains.

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UbiPhysio: Support Daily Functioning, Fitness, and Rehabilitation with Action Understanding and Feedback in Natural Language

We introduce UbiPhysio, a milestone framework that delivers fine-grained action description and feedback in natural language to support people's daily functioning, fitness, and rehabilitation activities. This expert-like capability assists users in properly executing actions and maintaining engagement in remote fitness and rehabilitation programs. Specifically, the proposed UbiPhysio framework comprises a fine-grained action descriptor and a knowledge retrieval-enhanced feedback module. The action descriptor translates action data, represented by a set of biomechanical movement features we designed based on clinical priors, into textual descriptions of action types and potential movement patterns. Building on physiotherapeutic domain knowledge, the feedback module provides clear and engaging expert feedback. We evaluated UbiPhysio's performance through extensive experiments with data from 104 diverse participants, collected in a home-like setting during 25 types of everyday activities and exercises. We assessed the quality of the language output under different tuning strategies using standard benchmarks. We conducted a user study to gather insights from clinical physiotherapists and potential users about our framework. Our initial tests show promise for deploying UbiPhysio in real-life settings without specialized devices.

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AutoTask: Executing Arbitrary Voice Commands by Exploring and Learning from Mobile GUI

Voice command interfaces (VCIs) have gained increasing importance, enabling hands-free and eyes-free interaction with digital devices. However, the inherent complexity in constructing effective voice interfaces has limited the VCIs' functionalities to only a small fraction of GUI applications and tasks. This paper presents AutoTask, a VCI capable of automating any task in any mobile application without configuration or modification from developers or end users. The primary challenge for AutoTask is the lack of knowledge, as it needs to accomplish unknown tasks (e.g., user commands) within an unknown environment (e.g., GUI). To address this challenge, AutoTask employs two strategies: (1) trial and error: AutoTask explores the GUI, attempts potential operation sequences, and recovers from errors through backtracking; (2) learning from the environment: AutoTask accumulates experiences during exploration and summarizes correct knowledge from these experiences. We implemented AutoTask on Android devices and conducted an evaluation study, which proved the feasibility of AutoTask.

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Critiquing Self-report Practices for Human Mental and Wellbeing Computing at Ubicomp

Computing human mental and wellbeing is crucial to various domains, including health, education, and entertainment. However, the reliance on self-reporting in traditional research to establish ground truth often leads to methodological inconsistencies and susceptibility to response biases, thus hindering the effectiveness of modelling. This paper presents the first systematic methodological review of self-reporting practices in Ubicomp within the context of human mental and wellbeing computing. Drawing from existing survey research, we establish guidelines for self-reporting in human wellbeing studies and identify shortcomings in current practices at Ubicomp community. Furthermore, we explore the reliability of self-report as a means of ground truth and propose directions for improving ground truth measurement in this field. Ultimately, we emphasize the urgent need for methodological advancements to enhance human mental and wellbeing computing.

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Modeling the Trade-off of Privacy Preservation and Activity Recognition on Low-Resolution Images

A computer vision system using low-resolution image sensors can provide intelligent services (e.g., activity recognition) but preserve unnecessary visual privacy information from the hardware level. However, preserving visual privacy and enabling accurate machine recognition have adversarial needs on image resolution. Modeling the trade-off of privacy preservation and machine recognition performance can guide future privacy-preserving computer vision systems using low-resolution image sensors. In this paper, using the at-home activity of daily livings (ADLs) as the scenario, we first obtained the most important visual privacy features through a user survey. Then we quantified and analyzed the effects of image resolution on human and machine recognition performance in activity recognition and privacy awareness tasks. We also investigated how modern image super-resolution techniques influence these effects. Based on the results, we proposed a method for modeling the trade-off of privacy preservation and activity recognition on low-resolution images.

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Enabling Voice-Accompanying Hand-to-Face Gesture Recognition with Cross-Device Sensing

Gestures performed accompanying the voice are essential for voice interaction to convey complementary semantics for interaction purposes such as wake-up state and input modality. In this paper, we investigated voice-accompanying hand-to-face (VAHF) gestures for voice interaction. We targeted hand-to-face gestures because such gestures relate closely to speech and yield significant acoustic features (e.g., impeding voice propagation). We conducted a user study to explore the design space of VAHF gestures, where we first gathered candidate gestures and then applied a structural analysis to them in different dimensions (e.g., contact position and type), outputting a total of 8 VAHF gestures with good usability and least confusion. To facilitate VAHF gesture recognition, we proposed a novel cross-device sensing method that leverages heterogeneous channels (vocal, ultrasound, and IMU) of data from commodity devices (earbuds, watches, and rings). Our recognition model achieved an accuracy of 97.3% for recognizing 3 gestures and 91.5% for recognizing 8 gestures, excluding the "empty" gesture, proving the high applicability. Quantitative analysis also sheds light on the recognition capability of each sensor channel and their different combinations. In the end, we illustrated the feasible use cases and their design principles to demonstrate the applicability of our system in various scenarios.

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Pursuing Sources of Heterogeneity in Modeling Clustered Population

Researchers often have to deal with heterogeneous population with mixed regression relationships, increasingly so in the era of data explosion. In such problems, when there are many candidate predictors, it is not only of interest to identify the predictors that are associated with the outcome, but also to distinguish the true sources of heterogeneity, i.e., to identify the predictors that have different effects among the clusters and thus are the true contributors to the formation of the clusters. We clarify the concepts of the source of heterogeneity that account for potential scale differences of the clusters and propose a regularized finite mixture effects regression to achieve heterogeneity pursuit and feature selection simultaneously. As the name suggests, the problem is formulated under an effects-model parameterization, in which the cluster labels are missing and the effect of each predictor on the outcome is decomposed to a common effect term and a set of cluster-specific terms. A constrained sparse estimation of these effects leads to the identification of both the variables with common effects and those with heterogeneous effects. We propose an efficient algorithm and show that our approach can achieve both estimation and selection consistency. Simulation studies further demonstrate the effectiveness of our method under various practical scenarios. Three applications are presented, namely, an imaging genetics study for linking genetic factors and brain neuroimaging traits in Alzheimer's disease, a public health study for exploring the association between suicide risk among adolescents and their school district characteristics, and a sport analytics study for understanding how the salary levels of baseball players are associated with their performance and contractual status.

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Revamp: Enhancing Accessible Information Seeking Experience of Online Shopping for Blind or Low Vision Users

Online shopping has become a valuable modern convenience, but blind or low vision (BLV) users still face significant challenges using it, because of: 1) inadequate image descriptions and 2) the inability to filter large amounts of information using screen readers. To address those challenges, we propose Revamp, a system that leverages customer reviews for interactive information retrieval. Revamp is a browser integration that supports review-based question-answering interactions on a reconstructed product page. From our interview, we identified four main aspects (color, logo, shape, and size) that are vital for BLV users to understand the visual appearance of a product. Based on the findings, we formulated syntactic rules to extract review snippets, which were used to generate image descriptions and responses to users' queries. Evaluations with eight BLV users showed that Revamp 1) provided useful descriptive information for understanding product appearance and 2) helped the participants locate key information efficiently.

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Robust Linear Regression: A Review and Comparison

Ordinary least-squares (OLS) estimators for a linear model are very sensitive to unusual values in the design space or outliers among y values. Even one single atypical value may have a large effect on the parameter estimates. This article aims to review and describe some available and popular robust techniques, including some recent developed ones, and compare them in terms of breakdown point and efficiency. In addition, we also use a simulation study and a real data application to compare the performance of existing robust methods under different scenarios.

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