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Jian Zhao

Publications and source records attributed to Jian Zhao.

At least 271 records · Page 15Linked to original sources

Quantum error correction with the color-Gottesman-Kitaev-Preskill code

The Gottesman-Kitaev-Preskill (GKP) code is an important type of bosonic quantum error-correcting code. Since the GKP code only protects against small shift errors in $\hat{p}$ and $\hat{q}$ quadratures, it is necessary to concatenate the GKP code with a stabilizer code for the larger error correction. In this paper, we consider the concatenation of the single-mode GKP code with the two-dimension (2D) color code (color-GKP code) on the square-octagon lattice. We use the Steane type scheme with a maximum-likelihood estimation (ME-Steane scheme) for GKP error correction and show its advantage for the concatenation. In our main work, the minimum-weight perfect matching (MWPM) algorithm is applied to decode the color-GKP code. Complemented with the continuous-variable information from the GKP code, the threshold of 2D color code is improved. If only data GKP qubits are noisy, the threshold reaches $σ\approx 0.59$ $(\bar{p}\approx13.3\%)$ compared with $\bar{p}=10.2\%$ of the normal 2D color code. If measurements are also noisy, we introduce the generalized Restriction Decoder on the three-dimension space-time graph for decoding. The threshold reaches $σ\approx 0.46$ when measurements in the GKP error correction are noiseless, and $σ\approx 0.24$ when all measurements are noisy. Lastly, the good performance of the generalized Restriction Decoder is also shown on the normal 2D color code giving the threshold at $3.1\%$ under the phenomenological error model.

quant-ph↗

VibEmoji: Exploring User-authoring Multi-modal Emoticons in Social Communication

Emoticons are indispensable in online communications. With users' growing needs for more customized and expressive emoticons, recent messaging applications begin to support (limited) multi-modal emoticons: e.g., enhancing emoticons with animations or vibrotactile feedback. However, little empirical knowledge has been accumulated concerning how people create, share and experience multi-modal emoticons in everyday communication, and how to better support them through design. To tackle this, we developed VibEmoji, a user-authoring multi-modal emoticon interface for mobile messaging. Extending existing designs, VibEmoji grants users greater flexibility to combine various emoticons, vibrations, and animations on-the-fly, and offers non-aggressive recommendations based on these components' emotional relevance. Using VibEmoji as a probe, we conducted a four-week field study with 20 participants, to gain new understandings from in-the-wild usage and experience, and extract implications for design. We thereby contribute both a novel system and various insights for supporting users' creation and communication of multi-modal emoticons.

cs.HC↗

Human-AI Collaboration for UX Evaluation: Effects of Explanation and Synchronization

Analyzing usability test videos is arduous. Although recent research showed the promise of AI in assisting with such tasks, it remains largely unknown how AI should be designed to facilitate effective collaboration between user experience (UX) evaluators and AI. Inspired by the concepts of agency and work context in human and AI collaboration literature, we studied two corresponding design factors for AI-assisted UX evaluation: explanations and synchronization. Explanations allow AI to further inform humans how it identifies UX problems from a usability test session; synchronization refers to the two ways humans and AI collaborate: synchronously and asynchronously. We iteratively designed a tool, AI Assistant, with four versions of UIs corresponding to the two levels of explanations (with/without) and synchronization (sync/async). By adopting a hybrid wizard-of-oz approach to simulating an AI with reasonable performance, we conducted a mixed-method study with 24 UX evaluators identifying UX problems from usability test videos using AI Assistant. Our quantitative and qualitative results show that AI with explanations, regardless of being presented synchronously or asynchronously, provided better support for UX evaluators' analysis and was perceived more positively; when without explanations, synchronous AI better improved UX evaluators' performance and engagement compared to the asynchronous AI. Lastly, we present the design implications for AI-assisted UX evaluation and facilitating more effective human-AI collaboration.

cs.HC↗

EDAssistant: Supporting Exploratory Data Analysis in Computational Notebooks with In-Situ Code Search and Recommendation

Using computational notebooks (e.g., Jupyter Notebook), data scientists rationalize their exploratory data analysis (EDA) based on their prior experience and external knowledge such as online examples. For novices or data scientists who lack specific knowledge about the dataset or problem to investigate, effectively obtaining and understanding the external information is critical to carry out EDA. This paper presents EDAssistant, a JupyterLab extension that supports EDA with in-situ search of example notebooks and recommendation of useful APIs, powered by novel interactive visualization of search results. The code search and recommendation are enabled by state-of-the-art machine learning models, trained on a large corpus of EDA notebooks collected online. A user study is conducted to investigate both EDAssistant and data scientists' current practice (i.e., using external search engines). The results demonstrate the effectiveness and usefulness of EDAssistant, and participants appreciated its smooth and in-context support of EDA. We also report several design implications regarding code recommendation tools.

cs.HC↗

Interactive Dimensionality Reduction for Comparative Analysis

Finding the similarities and differences between groups of datasets is a fundamental analysis task. For high-dimensional data, dimensionality reduction (DR) methods are often used to find the characteristics of each group. However, existing DR methods provide limited capability and flexibility for such comparative analysis as each method is designed only for a narrow analysis target, such as identifying factors that most differentiate groups. This paper presents an interactive DR framework where we integrate our new DR method, called ULCA (unified linear comparative analysis), with an interactive visual interface. ULCA unifies two DR schemes, discriminant analysis and contrastive learning, to support various comparative analysis tasks. To provide flexibility for comparative analysis, we develop an optimization algorithm that enables analysts to interactively refine ULCA results. Additionally, the interactive visualization interface facilitates interpretation and refinement of the ULCA results. We evaluate ULCA and the optimization algorithm to show their efficiency as well as present multiple case studies using real-world datasets to demonstrate the usefulness of this framework.

cs.LG↗

The 2nd Anti-UAV Workshop & Challenge: Methods and Results

The 2nd Anti-UAV Workshop \& Challenge aims to encourage research in developing novel and accurate methods for multi-scale object tracking. The Anti-UAV dataset used for the Anti-UAV Challenge has been publicly released. There are two subsets in the dataset, $i.e.$, the test-dev subset and test-challenge subset. Both subsets consist of 140 thermal infrared video sequences, spanning multiple occurrences of multi-scale UAVs. Around 24 participating teams from the globe competed in the 2nd Anti-UAV Challenge. In this paper, we provide a brief summary of the 2nd Anti-UAV Workshop \& Challenge including brief introductions to the top three methods.The submission leaderboard will be reopened for researchers that are interested in the Anti-UAV challenge. The benchmark dataset and other information can be found at: https://anti-uav.github.io/.

cs.CV↗

Exploring Individual and Collaborative Storytelling in an Introductory Creative Coding Class

Teaching programming through storytelling is a popular pedagogical approach and an active area of research. However, most previous work in this area focused on K-12 students using block-based programming. Little, if any, work has examined the approach with university students using text-based programming. This experience report fills this gap. Specifically, we report our experience administering three storytelling assignments -- two individual and one collaborative -- in an introductory computer science class with 49 undergraduate students using $\textit{p5.js}$, a text-based programming library for creative coding. Our work contributes an understanding of students' experiences with the three authoring processes and a set of recommendations to improve the administration of and experience with individual and collaborative storytelling with text-based programming.

cs.CY↗

SightBi: Exploring Cross-View Data Relationships with Biclusters

Multiple-view visualization (MV) has been heavily used in visual analysis tools for sensemaking of data in various domains (e.g., bioinformatics, cybersecurity and text analytics). One common task of visual analysis with multiple views is to relate data across different views. For example, to identify threats, an intelligence analyst needs to link people from a social network graph with locations on a crime-map, and then search for and read relevant documents. Currently, exploring cross-view data relationships heavily relies on view-coordination techniques (e.g., brushing and linking), which may require significant user effort on many trial-and-error attempts, such as repetitiously selecting elements in one view, and then observing and following elements highlighted in other views. To address this, we present SightBi, a visual analytics approach for supporting cross-view data relationship explorations. We discuss the design rationale of SightBi in detail, with identified user tasks regarding the use of cross-view data relationships. SightBi formalizes cross-view data relationships as biclusters, computes them from a dataset, and uses a bi-context design that highlights creating stand-alone relationship-views. This helps preserve existing views and offers an overview of cross-view data relationships to guide user exploration. Moreover, SightBi allows users to interactively manage the layout of multiple views by using newly created relationship-views. With a usage scenario, we demonstrate the usefulness of SightBi for sensemaking of cross-view data relationships.

cs.HC↗

User-Centric Semi-Automated Infographics Authoring and Recommendation

Designing infographics can be a tedious process for non-experts and time-consuming even for professional designers. Based on the literature and a formative study, we propose a flexible framework for automated and semi-automated infographics design. This framework captures the main design components in infographics and streamlines the generation workflow into three steps, allowing users to control and optimize each aspect independently. Based on the framework, we also propose an interactive tool, \name{}, for assisting novice designers with creating high-quality infographics from an input in a markdown format by offering recommendations of different design components of infographics. Simultaneously, more experienced designers can provide custom designs and layout ideas to the tool using a canvas to control the automated generation process partially. As part of our work, we also contribute an individual visual group (VG) and connection designs dataset (in SVG), along with a 1k complete infographic image dataset with segmented VGs. This dataset plays a crucial role in diversifying the infographic designs created by our framework. We evaluate our approach with a comparison against similar tools, a user study with novice and expert designers, and a case study. Results confirm that our framework and \name{} excel in creating customized infographics and exploring a large variety of designs.

cs.HC↗

Evaluating Effects of Background Stories on Graph Perception

A graph is an abstract model that represents relations among entities, for example, the interactions between characters in a novel. A background story endows entities and relations with real-world meanings and describes the semantics and context of the abstract model, for example, the actual story that the novel presents. Considering practical experience and prior research, human viewers who are familiar with the background story of a graph and those who do not know the background story may perceive the same graph differently. However, no previous research has adequately addressed this problem. This research paper thus presents an evaluation that investigated the effects of background stories on graph perception. Three hypotheses that focused on the role of visual focus areas, graph structure identification, and mental model formation on graph perception were formulated and guided three controlled experiments that evaluated the hypotheses using real-world graphs with background stories. An analysis of the resulting experimental data, which compared the performance of participants who read and did not read the background stories, obtained a set of instructive findings. First, having knowledge about a graph's background story influences participants' focus areas during interactive graph explorations. Second, such knowledge significantly affects one's ability to identify community structures but not high degree and bridge structures. Third, this knowledge influences graph recognition under blurred visual conditions. These findings can bring new considerations to the design of storytelling visualizations and interactive graph explorations.

cs.HC↗

Adaptive Inverse Mapping: A Model-free Semi-supervised Learning Approach towards Robust Imaging through Dynamic Scattering Media

Imaging through scattering media is a useful and yet demanding task since it involves solving for an inverse mapping from speckle images to object images. It becomes even more challenging when the scattering medium undergoes dynamic changes. Various approaches have been proposed in recent years. However, to date, none is able to preserve high image quality without either assuming a finite number of sources for dynamic changes, assuming a thin scattering medium, or requiring the access to both ends of the medium. In this paper, we propose an adaptive inverse mapping (AIP) method which is flexible regarding any dynamic change and only requires output speckle images after initialization. We show that the inverse mapping can be corrected through unsupervised learning if the output speckle images are followed closely. We test the AIP method on two numerical simulations, namely, a dynamic scattering system formulated as an evolving transmission matrix and a telescope with a changing random phase mask at a defocus plane. Then we experimentally apply the AIP method on a dynamic fiber-optic imaging system. Increased robustness in imaging is observed in all three cases. With the excellent performance, we see the great potential of the AIP method in imaging through dynamic scattering media.

physics.optics↗

Designing Mobile EEG Neurofeedback Games for Children with Autism: Implications from Industry Practice

Neurofeedback games are an effective and playful approach to enhance certain social and attentional capabilities in children with autism, which are promising to become widely accessible along with the commercialization of mobile EEG modules. However, little industry-based experiences are shared, regarding how to better design neurofeedback games to fine-tune their playability and user experiences for autistic children. In this paper, we review the experiences we gained from industry practice, in which a series of mobile EEG neurofeedback games have been developed for preschool autistic children. We briefly describe our design and development in a one-year collaboration with a special education center involving a group of stakeholders: children with autism and their caregivers and parents. We then summarize four concrete implications we learnt concerning the design of game characters, game narratives, as well as gameplay elements, which aim to support future work in creating better neurofeedback games for preschool children with autism.

cs.HC↗

SASICM A Multi-Task Benchmark For Subtext Recognition

Subtext is a kind of deep semantics which can be acquired after one or more rounds of expression transformation. As a popular way of expressing one's intentions, it is well worth studying. In this paper, we try to make computers understand whether there is a subtext by means of machine learning. We build a Chinese dataset whose source data comes from the popular social media (e.g. Weibo, Netease Music, Zhihu, and Bilibili). In addition, we also build a baseline model called SASICM to deal with subtext recognition. The F1 score of SASICMg, whose pretrained model is GloVe, is as high as 64.37%, which is 3.97% higher than that of BERT based model, 12.7% higher than that of traditional methods on average, including support vector machine, logistic regression classifier, maximum entropy classifier, naive bayes classifier and decision tree and 2.39% higher than that of the state-of-the-art, including MARIN and BTM. The F1 score of SASICMBERT, whose pretrained model is BERT, is 65.12%, which is 0.75% higher than that of SASICMg. The accuracy rates of SASICMg and SASICMBERT are 71.16% and 70.76%, respectively, which can compete with those of other methods which are mentioned before.

cs.CL↗

Image-to-Video Generation via 3D Facial Dynamics

We present a versatile model, FaceAnime, for various video generation tasks from still images. Video generation from a single face image is an interesting problem and usually tackled by utilizing Generative Adversarial Networks (GANs) to integrate information from the input face image and a sequence of sparse facial landmarks. However, the generated face images usually suffer from quality loss, image distortion, identity change, and expression mismatching due to the weak representation capacity of the facial landmarks. In this paper, we propose to "imagine" a face video from a single face image according to the reconstructed 3D face dynamics, aiming to generate a realistic and identity-preserving face video, with precisely predicted pose and facial expression. The 3D dynamics reveal changes of the facial expression and motion, and can serve as a strong prior knowledge for guiding highly realistic face video generation. In particular, we explore face video prediction and exploit a well-designed 3D dynamic prediction network to predict a 3D dynamic sequence for a single face image. The 3D dynamics are then further rendered by the sparse texture mapping algorithm to recover structural details and sparse textures for generating face frames. Our model is versatile for various AR/VR and entertainment applications, such as face video retargeting and face video prediction. Superior experimental results have well demonstrated its effectiveness in generating high-fidelity, identity-preserving, and visually pleasant face video clips from a single source face image.

cs.CV↗

ChartStory: Automated Partitioning, Layout, and Captioning of Charts into Comic-Style Narratives

Visual data storytelling is gaining importance as a means of presenting data-driven information or analysis results, especially to the general public. This has resulted in design principles being proposed for data-driven storytelling, and new authoring tools being created to aid such storytelling. However, data analysts typically lack sufficient background in design and storytelling to make effective use of these principles and authoring tools. To assist this process, we present ChartStory for crafting data stories from a collection of user-created charts, using a style akin to comic panels to imply the underlying sequence and logic of data-driven narratives. Our approach is to operationalize established design principles into an advanced pipeline which characterizes charts by their properties and similarity, and recommends ways to partition, layout, and caption story pieces to serve a narrative. ChartStory also augments this pipeline with intuitive user interactions for visual refinement of generated data comics. We extensively and holistically evaluate ChartStory via a trio of studies. We first assess how the tool supports data comic creation in comparison to a manual baseline tool. Data comics from this study are subsequently compared and evaluated to ChartStory's automated recommendations by a team of narrative visualization practitioners. This is followed by a pair of interview studies with data scientists using their own datasets and charts who provide an additional assessment of the system. We find that ChartStory provides cogent recommendations for narrative generation, resulting in data comics that compare favorably to manually-created ones.

cs.HC↗

Joint Face Image Restoration and Frontalization for Recognition

In real-world scenarios, many factors may harm face recognition performance, e.g., large pose, bad illumination,low resolution, blur and noise. To address these challenges, previous efforts usually first restore the low-quality faces to high-quality ones and then perform face recognition. However, most of these methods are stage-wise, which is sub-optimal and deviates from the reality. In this paper, we address all these challenges jointly for unconstrained face recognition. We propose an Multi-Degradation Face Restoration (MDFR) model to restore frontalized high-quality faces from the given low-quality ones under arbitrary facial poses, with three distinct novelties. First, MDFR is a well-designed encoder-decoder architecture which extracts feature representation from an input face image with arbitrary low-quality factors and restores it to a high-quality counterpart. Second, MDFR introduces a pose residual learning strategy along with a 3D-based Pose Normalization Module (PNM), which can perceive the pose gap between the input initial pose and its real-frontal pose to guide the face frontalization. Finally, MDFR can generate frontalized high-quality face images by a single unified network, showing a strong capability of preserving face identity. Qualitative and quantitative experiments on both controlled and in-the-wild benchmarks demonstrate the superiority of MDFR over state-of-the-art methods on both face frontalization and face restoration.

cs.CV↗

Faster and Simpler Siamese Network for Single Object Tracking

Single object tracking (SOT) is currently one of the most important tasks in computer vision. With the development of the deep network and the release for a series of large scale datasets for single object tracking, siamese networks have been proposed and perform better than most of the traditional methods. However, recent siamese networks get deeper and slower to obtain better performance. Most of these methods could only meet the needs of real-time object tracking in ideal environments. In order to achieve a better balance between efficiency and accuracy, we propose a simpler siamese network for single object tracking, which runs fast in poor hardware configurations while remaining an excellent accuracy. We use a more efficient regression method to compute the location of the tracked object in a shorter time without losing much precision. For improving the accuracy and speeding up the training progress, we introduce the Squeeze-and-excitation (SE) network into the feature extractor. In this paper, we compare the proposed method with some state-of-the-art trackers and analysis their performances. Using our method, a siamese network could be trained with shorter time and less data. The fast processing speed enables combining object tracking with object detection or other tasks in real time.

cs.CV↗

OLALA: Object-Level Active Learning for Efficient Document Layout Annotation

Document images often have intricate layout structures, with numerous content regions (e.g. texts, figures, tables) densely arranged on each page. This makes the manual annotation of layout datasets expensive and inefficient. These characteristics also challenge existing active learning methods, as image-level scoring and selection suffer from the overexposure of common objects.Inspired by recent progresses in semi-supervised learning and self-training, we propose an Object-Level Active Learning framework for efficient document layout Annotation, OLALA. In this framework, only regions with the most ambiguous object predictions within an image are selected for annotators to label, optimizing the use of the annotation budget. For unselected predictions, the semi-automatic correction algorithm is proposed to identify certain errors based on prior knowledge of layout structures and rectifies them with minor supervision. Additionally, we carefully design a perturbation-based object scoring function for document images. It governs the object selection process via evaluating prediction ambiguities, and considers both the positions and categories of predicted layout objects. Extensive experiments show that OLALA can significantly boost model performance and improve annotation efficiency, given the same labeling budget. Code for this paper can be accessed via https://github.com/lolipopshock/detectron2_al.

cs.LG↗