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Jian Zhao

Publications and source records attributed to Jian Zhao.

At least 181 records · Page 10Linked to original sources

InstructSing: High-Fidelity Singing Voice Generation via Instructing Yourself

It is challenging to accelerate the training process while ensuring both high-quality generated voices and acceptable inference speed. In this paper, we propose a novel neural vocoder called InstructSing, which can converge much faster compared with other neural vocoders while maintaining good performance by integrating differentiable digital signal processing and adversarial training. It includes one generator and two discriminators. Specifically, the generator incorporates a harmonic-plus-noise (HN) module to produce 8kHz audio as an instructive signal. Subsequently, the HN module is connected with an extended WaveNet by an UNet-based module, which transforms the output of the HN module to a latent variable sequence containing essential periodic and aperiodic information. In addition to the latent sequence, the extended WaveNet also takes the mel-spectrogram as input to generate 48kHz high-fidelity singing voices. In terms of discriminators, we combine a multi-period discriminator, as originally proposed in HiFiGAN, with a multi-resolution multi-band STFT discriminator. Notably, InstructSing achieves comparable voice quality to other neural vocoders but with only one-tenth of the training steps on a 4 NVIDIA V100 GPU machine\footnote{{Demo page: \href{https://wavelandspeech.github.io/instructsing/}{\texttt{https://wavelandspeech.github.io/inst\\ructsing/}}}}. We plan to open-source our code and pretrained model once the paper get accepted.

eess.AS↗

AniBalloons: Animated Chat Balloons as Affective Augmentation for Social Messaging and Chatbot Interaction

Despite being prominent and ubiquitous, message-based interaction is limited in nonverbally conveying emotions. Besides emoticons or stickers, messaging users continue seeking richer options for affective communication. Recent research explored using chat balloons' shape and color to communicate emotional states. However, little work explored whether and how chat-balloon animations could be designed to convey emotions. We present the design of AniBalloons, 30 chat-balloon animations conveying Joy, Anger, Sadness, Surprise, Fear, and Calmness. Using AniBalloons as a research means, we conducted three studies to assess the animations' affect recognizability and emotional properties (N = 40), and probe how animated chat balloons would influence communication experience in typical scenarios including instant messaging (N = 72) and chatbot service (N = 70). Our exploration contributes a set of chat-balloon animations to complement non-nonverbal affective communication for a range of message-based interfaces, and empirical insights into how animated chat balloons might mediate particular conversation experiences (e.g., perceived interpersonal closeness, or chatbot personality).

cs.HC↗

Influencer: Empowering Everyday Users in Creating Promotional Posts via AI-infused Exploration and Customization

Creating promotional posts on social platforms enables everyday users to disseminate their creative outcomes, engage in community exchanges, or generate additional income from micro-businesses. However, creating eye-catching posts combining both original, appealing images and articulate, effective captions can be rather challenging and time-consuming for everyday users who are mostly design novices. We propose Influen, an interactive tool to assist novice creators in crafting high-quality promotional post designs, achieving quick design ideation and unencumbered content creation through AI. Within Influencer, we contribute a multi-dimensional recommendation framework that allows users to intuitively generate new ideas through example-based image and caption recommendation. Further, Influencer implements a holistic promotional post design system that supports context-aware image and caption exploration considering brand messages and user-specified design constraints, flexible fusion of various images and captions, and a mind-map-like layout for thinking tracking and post-recording. We evaluated Influencer with 12 design enthusiasts through an in-lab user study by comparing it to a baseline combining Google Search + Figma. Quantitative and qualitative results demonstrate that \sysname{} is effective in assisting design novices to generate ideas as well as creative and diverse promotional posts with user-friendly interaction.

cs.SE↗

Technique Report of CVPR 2024 PBDL Challenges

The intersection of physics-based vision and deep learning presents an exciting frontier for advancing computer vision technologies. By leveraging the principles of physics to inform and enhance deep learning models, we can develop more robust and accurate vision systems. Physics-based vision aims to invert the processes to recover scene properties such as shape, reflectance, light distribution, and medium properties from images. In recent years, deep learning has shown promising improvements for various vision tasks, and when combined with physics-based vision, these approaches can enhance the robustness and accuracy of vision systems. This technical report summarizes the outcomes of the Physics-Based Vision Meets Deep Learning (PBDL) 2024 challenge, held in CVPR 2024 workshop. The challenge consisted of eight tracks, focusing on Low-Light Enhancement and Detection as well as High Dynamic Range (HDR) Imaging. This report details the objectives, methodologies, and results of each track, highlighting the top-performing solutions and their innovative approaches.

cs.CV↗

CuDA2: An approach for Incorporating Traitor Agents into Cooperative Multi-Agent Systems

Cooperative Multi-Agent Reinforcement Learning (CMARL) strategies are well known to be vulnerable to adversarial perturbations. Previous works on adversarial attacks have primarily focused on white-box attacks that directly perturb the states or actions of victim agents, often in scenarios with a limited number of attacks. However, gaining complete access to victim agents in real-world environments is exceedingly difficult. To create more realistic adversarial attacks, we introduce a novel method that involves injecting traitor agents into the CMARL system. We model this problem as a Traitor Markov Decision Process (TMDP), where traitors cannot directly attack the victim agents but can influence their formation or positioning through collisions. In TMDP, traitors are trained using the same MARL algorithm as the victim agents, with their reward function set as the negative of the victim agents' reward. Despite this, the training efficiency for traitors remains low because it is challenging for them to directly associate their actions with the victim agents' rewards. To address this issue, we propose the Curiosity-Driven Adversarial Attack (CuDA2) framework. CuDA2 enhances the efficiency and aggressiveness of attacks on the specified victim agents' policies while maintaining the optimal policy invariance of the traitors. Specifically, we employ a pre-trained Random Network Distillation (RND) module, where the extra reward generated by the RND module encourages traitors to explore states unencountered by the victim agents. Extensive experiments on various scenarios from SMAC demonstrate that our CuDA2 framework offers comparable or superior adversarial attack capabilities compared to other baselines.

cs.LG↗

VisConductor: Affect-Varying Widgets for Animated Data Storytelling in Gesture-Aware Augmented Video Presentation

Augmented video presentation tools provide a natural way for presenters to interact with their content, resulting in engaging experiences for remote audiences, such as when a presenter uses hand gestures to manipulate and direct attention to visual aids overlaid on their webcam feed. However, authoring and customizing these presentations can be challenging, particularly when presenting dynamic data visualization (i.e., animated charts). To this end, we introduce VisConductor, an authoring and presentation tool that equips presenters with the ability to configure gestures that control affect-varying visualization animation, foreshadow visualization transitions, direct attention to notable data points, and animate the disclosure of annotations. These gestures are integrated into configurable widgets, allowing presenters to trigger content transformations by executing gestures within widget boundaries, with feedback visible only to them. Altogether, our palette of widgets provides a level of flexibility appropriate for improvisational presentations and ad-hoc content transformations, such as when responding to audience engagement. To evaluate VisConductor, we conducted two studies focusing on presenters (N = 11) and audience members (N = 11). Our findings indicate that our approach taken with VisConductor can facilitate interactive and engaging remote presentations with dynamic visual aids. Reflecting on our findings, we also offer insights to inform the future of augmented video presentation tools.

cs.HC↗

Mini Honor of Kings: A Lightweight Environment for Multi-Agent Reinforcement Learning

Games are widely used as research environments for multi-agent reinforcement learning (MARL), but they pose three significant challenges: limited customization, high computational demands, and oversimplification. To address these issues, we introduce the first publicly available map editor for the popular mobile game Honor of Kings and design a lightweight environment, Mini Honor of Kings (Mini HoK), for researchers to conduct experiments. Mini HoK is highly efficient, allowing experiments to be run on personal PCs or laptops while still presenting sufficient challenges for existing MARL algorithms. We have tested our environment on common MARL algorithms and demonstrated that these algorithms have yet to find optimal solutions within this environment. This facilitates the dissemination and advancement of MARL methods within the research community. Additionally, we hope that more researchers will leverage the Honor of Kings map editor to develop innovative and scientifically valuable new maps. Our code and user manual are available at: https://github.com/tencent-ailab/mini-hok.

cs.MA↗

Advancing DRL Agents in Commercial Fighting Games: Training, Integration, and Agent-Human Alignment

Deep Reinforcement Learning (DRL) agents have demonstrated impressive success in a wide range of game genres. However, existing research primarily focuses on optimizing DRL competence rather than addressing the challenge of prolonged player interaction. In this paper, we propose a practical DRL agent system for fighting games named Shūkai, which has been successfully deployed to Naruto Mobile, a popular fighting game with over 100 million registered users. Shūkai quantifies the state to enhance generalizability, introducing Heterogeneous League Training (HELT) to achieve balanced competence, generalizability, and training efficiency. Furthermore, Shūkai implements specific rewards to align the agent's behavior with human expectations. Shūkai's ability to generalize is demonstrated by its consistent competence across all characters, even though it was trained on only 13% of them. Additionally, HELT exhibits a remarkable 22% improvement in sample efficiency. Shūkai serves as a valuable training partner for players in Naruto Mobile, enabling them to enhance their abilities and skills.

cs.AI↗

Facilitating Mixed-Methods Analysis with Computational Notebooks

Data exploration is an important aspect of the workflow of mixed-methods researchers, who conduct both qualitative and quantitative analysis. However, there currently exists few tools that adequately support both types of analysis simultaneously, forcing researchers to context-switch between different tools and increasing their mental burden when integrating the results. To address this gap, we propose a unified environment that facilitates mixed-methods analysis in a computational notebook-based settings. We conduct a scenario study with three HCI mixed-methods researchers to gather feedback on our design concept and to understand our users' needs and requirements.

cs.HC↗

The SkatingVerse Workshop & Challenge: Methods and Results

The SkatingVerse Workshop & Challenge aims to encourage research in developing novel and accurate methods for human action understanding. The SkatingVerse dataset used for the SkatingVerse Challenge has been publicly released. There are two subsets in the dataset, i.e., the training subset and testing subset. The training subsets consists of 19,993 RGB video sequences, and the testing subsets consists of 8,586 RGB video sequences. Around 10 participating teams from the globe competed in the SkatingVerse Challenge. In this paper, we provide a brief summary of the SkatingVerse Workshop & Challenge including brief introductions to the top three methods. The submission leaderboard will be reopened for researchers that are interested in the human action understanding challenge. The benchmark dataset and other information can be found at: https://skatingverse.github.io/.

cs.CV↗

Reconstructing the Image Stitching Pipeline: Integrating Fusion and Rectangling into a Unified Inpainting Model

Deep learning-based image stitching pipelines are typically divided into three cascading stages: registration, fusion, and rectangling. Each stage requires its own network training and is tightly coupled to the others, leading to error propagation and posing significant challenges to parameter tuning and system stability. This paper proposes the Simple and Robust Stitcher (SRStitcher), which revolutionizes the image stitching pipeline by simplifying the fusion and rectangling stages into a unified inpainting model, requiring no model training or fine-tuning. We reformulate the problem definitions of the fusion and rectangling stages and demonstrate that they can be effectively integrated into an inpainting task. Furthermore, we design the weighted masks to guide the reverse process in a pre-trained largescale diffusion model, implementing this integrated inpainting task in a single inference. Through extensive experimentation, we verify the interpretability and generalization capabilities of this unified model, demonstrating that SRStitcher outperforms state-of-the-art methods in both performance and stability. Code: https://github.com/yayoyo66/SRStitcher

cs.CV↗

UniParser: Multi-Human Parsing with Unified Correlation Representation Learning

Multi-human parsing is an image segmentation task necessitating both instance-level and fine-grained category-level information. However, prior research has typically processed these two types of information through separate branches and distinct output formats, leading to inefficient and redundant frameworks. This paper introduces UniParser, which integrates instance-level and category-level representations in three key aspects: 1) we propose a unified correlation representation learning approach, allowing our network to learn instance and category features within the cosine space; 2) we unify the form of outputs of each modules as pixel-level segmentation results while supervising instance and category features using a homogeneous label accompanied by an auxiliary loss; and 3) we design a joint optimization procedure to fuse instance and category representations. By virtual of unifying instance-level and category-level output, UniParser circumvents manually designed post-processing techniques and surpasses state-of-the-art methods, achieving 49.3% AP on MHPv2.0 and 60.4% AP on CIHP. We will release our source code, pretrained models, and online demos to facilitate future studies.

cs.CV↗

Multi-Scale Dilated Convolution Network for Long-Term Time Series Forecasting

Accurate forecasting of long-term time series has important applications for decision making and planning. However, it remains challenging to capture the long-term dependencies in time series data. To better extract long-term dependencies, We propose Multi Scale Dilated Convolution Network (MSDCN), a method that utilizes a shallow dilated convolution architecture to capture the period and trend characteristics of long time series. We design different convolution blocks with exponentially growing dilations and varying kernel sizes to sample time series data at different scales. Furthermore, we utilize traditional autoregressive model to capture the linear relationships within the data. To validate the effectiveness of the proposed approach, we conduct experiments on eight challenging long-term time series forecasting benchmark datasets. The experimental results show that our approach outperforms the prior state-of-the-art approaches and shows significant inference speed improvements compared to several strong baseline methods.

cs.LG↗

Nonequilibrium and nonlinear kinetics as key determinants for bistability in fission yeast G2-M transition

A living cell is an open, nonequilibrium biochemical system where ATP hydrolysis serves as the energy source for a wide range of intracellular processes, possibly including the assurance for decision-making. In the fission yeast cell cycle, the transition from G2 to M phase is driven by the activation of Cdc13/Cdc2 and Cdc25 and the deactivation of Wee1 through phosphorylation-dephosphorylation cycles with feedback loops. Here, we present a kinetic description of the G2-M circuit which reveals that both cellular ATP level and ATP hydrolysis free energy critically control Cdc2 activation. Using fission yeast nucleoplasmic extract (YNPE), we experimentally verify that increased ATP level drives the activation of Cdc2 which exhibits bistability and hysteresis in response to changes in cellular ATP level and ATP hydrolysis energy. These findings suggest that cellular ATP level and ATP hydrolysis energy are determinants of the bistability and robustness of Cdc2 activation during G2-M transition.

q-bio.MN↗

DriveWorld: 4D Pre-trained Scene Understanding via World Models for Autonomous Driving

Vision-centric autonomous driving has recently raised wide attention due to its lower cost. Pre-training is essential for extracting a universal representation. However, current vision-centric pre-training typically relies on either 2D or 3D pre-text tasks, overlooking the temporal characteristics of autonomous driving as a 4D scene understanding task. In this paper, we address this challenge by introducing a world model-based autonomous driving 4D representation learning framework, dubbed \emph{DriveWorld}, which is capable of pre-training from multi-camera driving videos in a spatio-temporal fashion. Specifically, we propose a Memory State-Space Model for spatio-temporal modelling, which consists of a Dynamic Memory Bank module for learning temporal-aware latent dynamics to predict future changes and a Static Scene Propagation module for learning spatial-aware latent statics to offer comprehensive scene contexts. We additionally introduce a Task Prompt to decouple task-aware features for various downstream tasks. The experiments demonstrate that DriveWorld delivers promising results on various autonomous driving tasks. When pre-trained with the OpenScene dataset, DriveWorld achieves a 7.5% increase in mAP for 3D object detection, a 3.0% increase in IoU for online mapping, a 5.0% increase in AMOTA for multi-object tracking, a 0.1m decrease in minADE for motion forecasting, a 3.0% increase in IoU for occupancy prediction, and a 0.34m reduction in average L2 error for planning.

cs.CV↗

Spectrally Pruned Gaussian Fields with Neural Compensation

Recently, 3D Gaussian Splatting, as a novel 3D representation, has garnered attention for its fast rendering speed and high rendering quality. However, this comes with high memory consumption, e.g., a well-trained Gaussian field may utilize three million Gaussian primitives and over 700 MB of memory. We credit this high memory footprint to the lack of consideration for the relationship between primitives. In this paper, we propose a memory-efficient Gaussian field named SUNDAE with spectral pruning and neural compensation. On one hand, we construct a graph on the set of Gaussian primitives to model their relationship and design a spectral down-sampling module to prune out primitives while preserving desired signals. On the other hand, to compensate for the quality loss of pruning Gaussians, we exploit a lightweight neural network head to mix splatted features, which effectively compensates for quality losses while capturing the relationship between primitives in its weights. We demonstrate the performance of SUNDAE with extensive results. For example, SUNDAE can achieve 26.80 PSNR at 145 FPS using 104 MB memory while the vanilla Gaussian splatting algorithm achieves 25.60 PSNR at 160 FPS using 523 MB memory, on the Mip-NeRF360 dataset. Codes are publicly available at https://runyiyang.github.io/projects/SUNDAE/.

cs.CV↗

Two in One Go: Single-stage Emotion Recognition with Decoupled Subject-context Transformer

Emotion recognition aims to discern the emotional state of subjects within an image, relying on subject-centric and contextual visual cues. Current approaches typically follow a two-stage pipeline: first localize subjects by off-the-shelf detectors, then perform emotion classification through the late fusion of subject and context features. However, the complicated paradigm suffers from disjoint training stages and limited interaction between fine-grained subject-context elements. To address the challenge, we present a single-stage emotion recognition approach, employing a Decoupled Subject-Context Transformer (DSCT), for simultaneous subject localization and emotion classification. Rather than compartmentalizing training stages, we jointly leverage box and emotion signals as supervision to enrich subject-centric feature learning. Furthermore, we introduce DSCT to facilitate interactions between fine-grained subject-context cues in a decouple-then-fuse manner. The decoupled query token--subject queries and context queries--gradually intertwine across layers within DSCT, during which spatial and semantic relations are exploited and aggregated. We evaluate our single-stage framework on two widely used context-aware emotion recognition datasets, CAER-S and EMOTIC. Our approach surpasses two-stage alternatives with fewer parameter numbers, achieving a 3.39% accuracy improvement and a 6.46% average precision gain on CAER-S and EMOTIC datasets, respectively.

cs.CV↗

Designing AI-Enabled Games to Support Social-Emotional Learning for Children with Autism Spectrum Disorders

Children with autism spectrum disorder (ASD) experience challenges in grasping social-emotional cues, which can result in difficulties in recognizing emotions and understanding and responding to social interactions. Social-emotional intervention is an effective method to improve emotional understanding and facial expression recognition among individuals with ASD. Existing work emphasizes the importance of personalizing interventions to meet individual needs and motivate engagement for optimal outcomes in daily settings. We design a social-emotional game for ASD children, which generates personalized stories by leveraging the current advancement of artificial intelligence. Via a co-design process with five domain experts, this work offers several design insights into developing future AI-enabled gamified systems for families with autistic children. We also propose a fine-tuned AI model and a dataset of social stories for different basic emotions.

cs.HC↗