AHCI RESEARCH GROUP
Publications
Papers published in international journals,
proceedings of conferences, workshops and books.
OUR RESEARCH
Scientific Publications
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2025
Scofano, L.; Sampieri, A.; Matteis, E. De; Spinelli, I.; Galasso, F.
Social EgoMesh Estimation Proceedings Article
In: Proc. - IEEE Winter Conf. Appl. Comput. Vis., WACV, pp. 5948–5958, Institute of Electrical and Electronics Engineers Inc., 2025, ISBN: 979-833151083-1 (ISBN).
Abstract | Links | BibTeX | Tags: Augmented reality applications, Ego-motion, Egocentric view, Generative AI, Human behaviors, Human mesh recovery, Limited visibility, Recent researches, Three dimensional computer graphics, Video sequences, Virtual and augmented reality
@inproceedings{scofano_social_2025,
title = {Social EgoMesh Estimation},
author = {L. Scofano and A. Sampieri and E. De Matteis and I. Spinelli and F. Galasso},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-105003632729&doi=10.1109%2fWACV61041.2025.00580&partnerID=40&md5=3c2b2d069ffb596c64ee8dbc211b74a8},
doi = {10.1109/WACV61041.2025.00580},
isbn = {979-833151083-1 (ISBN)},
year = {2025},
date = {2025-01-01},
booktitle = {Proc. - IEEE Winter Conf. Appl. Comput. Vis., WACV},
pages = {5948–5958},
publisher = {Institute of Electrical and Electronics Engineers Inc.},
abstract = {Accurately estimating the 3D pose of the camera wearer in egocentric video sequences is crucial to modeling human behavior in virtual and augmented reality applications. The task presents unique challenges due to the limited visibility of the user's body caused by the front-facing camera mounted on their head. Recent research has explored the utilization of the scene and ego-motion, but it has overlooked humans' interactive nature. We propose a novel framework for Social Egocentric Estimation of body MEshes (SEE-ME). Our approach is the first to estimate the wearer's mesh using only a latent probabilistic diffusion model, which we condition on the scene and, for the first time, on the social wearer-interactee interactions. Our in-depth study sheds light on when social interaction matters most for ego-mesh estimation; it quantifies the impact of interpersonal distance and gaze direction. Overall, SEEME surpasses the current best technique, reducing the pose estimation error (MPJPE) by 53%. The code is available at SEEME. © 2025 IEEE.},
keywords = {Augmented reality applications, Ego-motion, Egocentric view, Generative AI, Human behaviors, Human mesh recovery, Limited visibility, Recent researches, Three dimensional computer graphics, Video sequences, Virtual and augmented reality},
pubstate = {published},
tppubtype = {inproceedings}
}
Li, H.; Wang, Z.; Liang, W.; Wang, Y.
X’s Day: Personality-Driven Virtual Human Behavior Generation Journal Article
In: IEEE Transactions on Visualization and Computer Graphics, vol. 31, no. 5, pp. 3514–3524, 2025, ISSN: 10772626 (ISSN).
Abstract | Links | BibTeX | Tags: adult, Augmented Reality, Behavior Generation, Chatbots, Computer graphics, computer interface, Contextual Scene, female, human, Human behaviors, Humans, Long-term behavior, male, Novel task, Personality, Personality traits, Personality-driven Behavior, physiology, Social behavior, User-Computer Interface, Users' experiences, Virtual agent, Virtual environments, Virtual humans, Virtual Reality, Young Adult
@article{li_xs_2025,
title = {X’s Day: Personality-Driven Virtual Human Behavior Generation},
author = {H. Li and Z. Wang and W. Liang and Y. Wang},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-105003864932&doi=10.1109%2fTVCG.2025.3549574&partnerID=40&md5=a865bbd2b0fa964a4f0f4190955dc787},
doi = {10.1109/TVCG.2025.3549574},
issn = {10772626 (ISSN)},
year = {2025},
date = {2025-01-01},
journal = {IEEE Transactions on Visualization and Computer Graphics},
volume = {31},
number = {5},
pages = {3514–3524},
abstract = {Developing convincing and realistic virtual human behavior is essential for enhancing user experiences in virtual reality (VR) and augmented reality (AR) settings. This paper introduces a novel task focused on generating long-term behaviors for virtual agents, guided by specific personality traits and contextual elements within 3D environments. We present a comprehensive framework capable of autonomously producing daily activities autoregressively. By modeling the intricate connections between personality characteristics and observable activities, we establish a hierarchical structure of Needs, Task, and Activity levels. Integrating a Behavior Planner and a World State module allows for the dynamic sampling of behaviors using large language models (LLMs), ensuring that generated activities remain relevant and responsive to environmental changes. Extensive experiments validate the effectiveness and adaptability of our approach across diverse scenarios. This research makes a significant contribution to the field by establishing a new paradigm for personalized and context-aware interactions with virtual humans, ultimately enhancing user engagement in immersive applications. Our project website is at: https://behavior.agent-x.cn/. © 2025 IEEE. All rights reserved,},
keywords = {adult, Augmented Reality, Behavior Generation, Chatbots, Computer graphics, computer interface, Contextual Scene, female, human, Human behaviors, Humans, Long-term behavior, male, Novel task, Personality, Personality traits, Personality-driven Behavior, physiology, Social behavior, User-Computer Interface, Users' experiences, Virtual agent, Virtual environments, Virtual humans, Virtual Reality, Young Adult},
pubstate = {published},
tppubtype = {article}
}
Guo, P.; Zhang, Q.; Tian, C.; Xue, W.; Feng, X.
Digital Human Techniques for Education Reform Proceedings Article
In: ICETM - Proc. Int. Conf. Educ. Technol. Manag., pp. 173–178, Association for Computing Machinery, Inc, 2025, ISBN: 979-840071746-8 (ISBN).
Abstract | Links | BibTeX | Tags: Augmented Reality, Contrastive Learning, Digital elevation model, Digital human technique, Digital Human Techniques, Digital humans, Education Reform, Education reforms, Educational Technology, Express emotions, Federated learning, Human behaviors, Human form models, Human techniques, Immersive, Innovative technology, Modeling languages, Natural language processing systems, Teachers', Teaching, Virtual environments, Virtual humans
@inproceedings{guo_digital_2025,
title = {Digital Human Techniques for Education Reform},
author = {P. Guo and Q. Zhang and C. Tian and W. Xue and X. Feng},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-105001671326&doi=10.1145%2f3711403.3711428&partnerID=40&md5=dd96647315af9409d119f68f9cf4e980},
doi = {10.1145/3711403.3711428},
isbn = {979-840071746-8 (ISBN)},
year = {2025},
date = {2025-01-01},
booktitle = {ICETM - Proc. Int. Conf. Educ. Technol. Manag.},
pages = {173–178},
publisher = {Association for Computing Machinery, Inc},
abstract = {The rapid evolution of artificial intelligence, big data, and generative AI models has ushered in significant transformations across various sectors, including education. Digital Human Technique, an innovative technology grounded in advanced computer science and artificial intelligence, is reshaping educational paradigms by enabling virtual humans to simulate human behavior, express emotions, and interact with users. This paper explores the application of Digital Human Technique in education reform, focusing on creating immersive, intelligent classroom experiences that foster meaningful interactions between teachers and students. We define Digital Human Technique and delve into its key technical components such as character modeling and rendering, natural language processing, computer vision, and augmented reality technologies. Our methodology involves analyzing the role of educational digital humans created through these technologies, assessing their impact on educational processes, and examining various application scenarios in educational reform. Results indicate that Digital Human Technique significantly enhances the learning experience by enabling personalized teaching, increasing engagement, and fostering emotional connections. Educational digital humans serve as virtual teachers, interactive learning aids, and facilitators of emotional interaction, effectively addressing the challenges of traditional educational methods. They also promote a deeper understanding of complex concepts through simulated environments and interactive digital content. © 2024 Copyright held by the owner/author(s).},
keywords = {Augmented Reality, Contrastive Learning, Digital elevation model, Digital human technique, Digital Human Techniques, Digital humans, Education Reform, Education reforms, Educational Technology, Express emotions, Federated learning, Human behaviors, Human form models, Human techniques, Immersive, Innovative technology, Modeling languages, Natural language processing systems, Teachers', Teaching, Virtual environments, Virtual humans},
pubstate = {published},
tppubtype = {inproceedings}
}
2024
Liu, Z.; Zhu, Z.; Zhu, L.; Jiang, E.; Hu, X.; Peppler, K.; Ramani, K.
ClassMeta: Designing Interactive Virtual Classmate to Promote VR Classroom Participation Proceedings Article
In: Conf Hum Fact Comput Syst Proc, Association for Computing Machinery, 2024, ISBN: 979-840070330-0 (ISBN).
Abstract | Links | BibTeX | Tags: 3D Avatars, Behavioral Research, Classroom learning, Collaborative learning, Computational Linguistics, Condition, E-Learning, Human behaviors, Language Model, Large language model, Learning experiences, Learning systems, pedagogical agent, Pedagogical agents, Students, Three dimensional computer graphics, Virtual Reality, VR classroom
@inproceedings{liu_classmeta_2024,
title = {ClassMeta: Designing Interactive Virtual Classmate to Promote VR Classroom Participation},
author = {Z. Liu and Z. Zhu and L. Zhu and E. Jiang and X. Hu and K. Peppler and K. Ramani},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85194868458&doi=10.1145%2f3613904.3642947&partnerID=40&md5=0592b2f977a2ad2e6366c6fa05808a6a},
doi = {10.1145/3613904.3642947},
isbn = {979-840070330-0 (ISBN)},
year = {2024},
date = {2024-01-01},
booktitle = {Conf Hum Fact Comput Syst Proc},
publisher = {Association for Computing Machinery},
abstract = {Peer influence plays a crucial role in promoting classroom participation, where behaviors from active students can contribute to a collective classroom learning experience. However, the presence of these active students depends on several conditions and is not consistently available across all circumstances. Recently, Large Language Models (LLMs) such as GPT have demonstrated the ability to simulate diverse human behaviors convincingly due to their capacity to generate contextually coherent responses based on their role settings. Inspired by this advancement in technology, we designed ClassMeta, a GPT-4 powered agent to help promote classroom participation by playing the role of an active student. These agents, which are embodied as 3D avatars in virtual reality, interact with actual instructors and students with both spoken language and body gestures. We conducted a comparative study to investigate the potential of ClassMeta for improving the overall learning experience of the class. © 2024 Copyright held by the owner/author(s)},
keywords = {3D Avatars, Behavioral Research, Classroom learning, Collaborative learning, Computational Linguistics, Condition, E-Learning, Human behaviors, Language Model, Large language model, Learning experiences, Learning systems, pedagogical agent, Pedagogical agents, Students, Three dimensional computer graphics, Virtual Reality, VR classroom},
pubstate = {published},
tppubtype = {inproceedings}
}
Wu, J.; Gan, W.; Chao, H. -C.; Yu, P. S.
Geospatial Big Data: Survey and Challenges Journal Article
In: IEEE Journal of Selected Topics in Applied Earth Observations and Remote Sensing, vol. 17, pp. 17007–17020, 2024, ISSN: 19391404 (ISSN).
Abstract | Links | BibTeX | Tags: Artificial intelligence, artificial intelligence (AI), Behavioral Research, Big Data, Data challenges, Data Mining, Data surveys, Data visualization, Earth observation data, Environmental management, environmental protection, Geo-spatial, Geo-spatial analysis, Geo-spatial data, Geospatial big data, geospatial big data (GBD), geospatial data, GIS, Green products, Human behaviors, Knowledge graph, Knowledge graphs, satellite, sensor, spatial data, Sustainable development, urban planning
@article{wu_geospatial_2024,
title = {Geospatial Big Data: Survey and Challenges},
author = {J. Wu and W. Gan and H. -C. Chao and P. S. Yu},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85200804056&doi=10.1109%2fJSTARS.2024.3438376&partnerID=40&md5=53ee1c9695b3f2e78d6b565ed47f7585},
doi = {10.1109/JSTARS.2024.3438376},
issn = {19391404 (ISSN)},
year = {2024},
date = {2024-01-01},
journal = {IEEE Journal of Selected Topics in Applied Earth Observations and Remote Sensing},
volume = {17},
pages = {17007–17020},
abstract = {In recent years, geospatial big data (GBD) has obtained attention across various disciplines, categorized into big Earth observation data and big human behavior data. Identifying geospatial patterns from GBD has been a vital research focus in the fields of urban management and environmental sustainability. This article reviews the evolution of GBD mining and its integration with advanced artificial intelligence techniques. GBD consists of data generated by satellites, sensors, mobile devices, and geographical information systems, and we categorize geospatial data based on different perspectives. We outline the process of GBD mining and demonstrate how it can be incorporated into a unified framework. In addition, we explore new technologies, such as large language models, the metaverse, and knowledge graphs, and how they could make GBD even more useful. We also share examples of GBD helping with city management and protecting the environment. Finally, we discuss the real challenges that come up when working with GBD, such as issues with data retrieval and security. Our goal is to give readers a clear view of where GBD mining stands today and where it might go next. © 2024 The Authors. This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 License.},
keywords = {Artificial intelligence, artificial intelligence (AI), Behavioral Research, Big Data, Data challenges, Data Mining, Data surveys, Data visualization, Earth observation data, Environmental management, environmental protection, Geo-spatial, Geo-spatial analysis, Geo-spatial data, Geospatial big data, geospatial big data (GBD), geospatial data, GIS, Green products, Human behaviors, Knowledge graph, Knowledge graphs, satellite, sensor, spatial data, Sustainable development, urban planning},
pubstate = {published},
tppubtype = {article}
}
Liang, J.; Li, X.
Construction of Emergency Rescue Virtual Exercise Platform Based on AIGC Perspective Proceedings Article
In: ACM Int. Conf. Proc. Ser., pp. 312–316, Association for Computing Machinery, 2024, ISBN: 979-840071036-0 (ISBN).
Abstract | Links | BibTeX | Tags: Artificial intelligence, Behavioral theory, Data handling, Data Processing, Emergency events, Emergency management, Emergency rescue, Emergency Response, Human behaviors, Processing modules, Rescue process, Risk management, Uncertainty, Virtual environments, Virtual exercise, Virtual Exercises, Virtual Reality
@inproceedings{liang_construction_2024,
title = {Construction of Emergency Rescue Virtual Exercise Platform Based on AIGC Perspective},
author = {J. Liang and X. Li},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85206094403&doi=10.1145%2f3686424.3686477&partnerID=40&md5=e32351dc68be5d0fa0d771656b02256f},
doi = {10.1145/3686424.3686477},
isbn = {979-840071036-0 (ISBN)},
year = {2024},
date = {2024-01-01},
booktitle = {ACM Int. Conf. Proc. Ser.},
pages = {312–316},
publisher = {Association for Computing Machinery},
abstract = {In order to address the suddenness of emergency events and the phenomenon that the rescue process contains too many behavioural uncertainties, an emergency rescue virtual exercise platform framework has been designed from the perspective of generative artificial intelligence (AIGC). This framework analyses human behaviour during the simulated emergency rescue process and collects relevant data. The module function is determined by the parallel emergency management method. The system comprises three data processing modules: the behavioural input module, the emergency event feedback module, and the data classification and processing module. The logic of AI data processing is employed to establish a data cycle evolution system, which assists rescue personnel in enhancing their professional abilities, increasing the success rate of rescue operations, and optimising the role of AI technology and computer simulation methodology in the design of the practice. © 2024 Copyright held by the owner/author(s).},
keywords = {Artificial intelligence, Behavioral theory, Data handling, Data Processing, Emergency events, Emergency management, Emergency rescue, Emergency Response, Human behaviors, Processing modules, Rescue process, Risk management, Uncertainty, Virtual environments, Virtual exercise, Virtual Exercises, Virtual Reality},
pubstate = {published},
tppubtype = {inproceedings}
}
2022
Wang, A.; Gao, Z.; Lee, L. H.; Braud, T.; Hui, P.
Decentralized, not Dehumanized in the Metaverse: Bringing Utility to NFTs through Multimodal Interaction Proceedings Article
In: ACM Int. Conf. Proc. Ser., pp. 662–667, Association for Computing Machinery, 2022, ISBN: 978-145039390-4 (ISBN).
Abstract | Links | BibTeX | Tags: AI-generated art, Arts computing, Behavioral Research, Computation theory, Continuum mechanics, Decentralised, Human behaviors, Interaction, Multi-modal, multimodal, Multimodal Interaction, NFTs, Non-fungible token, Text-to-image, The metaverse
@inproceedings{wang_decentralized_2022,
title = {Decentralized, not Dehumanized in the Metaverse: Bringing Utility to NFTs through Multimodal Interaction},
author = {A. Wang and Z. Gao and L. H. Lee and T. Braud and P. Hui},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85142799074&doi=10.1145%2f3536221.3558176&partnerID=40&md5=f9dee1e9e60afc71c4533cbdee0b98a7},
doi = {10.1145/3536221.3558176},
isbn = {978-145039390-4 (ISBN)},
year = {2022},
date = {2022-01-01},
booktitle = {ACM Int. Conf. Proc. Ser.},
pages = {662–667},
publisher = {Association for Computing Machinery},
abstract = {User Interaction for NFTs (Non-fungible Tokens) is gaining increasing attention. Although NFTs have been traditionally single-use and monolithic, recent applications aim to connect multimodal interaction with human behavior. This paper reviews the related technological approaches and business practices in NFT art. We highlight that multimodal interaction is a currently under-studied issue in mainstream NFT art, and conjecture that multimodal interaction is a crucial enabler for decentralization in the NFT community. We present a continuum theory and propose a framework combining a bottom-up approach with AI multimodal process. Through this framework, we put forward integrating human behavior data into generative NFT units, as "multimodal interactive NFT."Our work displays the possibilities of NFTs in the art world, beyond the traditional 2D and 3D static content. © 2022 ACM.},
keywords = {AI-generated art, Arts computing, Behavioral Research, Computation theory, Continuum mechanics, Decentralised, Human behaviors, Interaction, Multi-modal, multimodal, Multimodal Interaction, NFTs, Non-fungible token, Text-to-image, The metaverse},
pubstate = {published},
tppubtype = {inproceedings}
}