Yue Ma 0035

dblp:08/6794-35 · DBLP profile ↗
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8ranked-venue papers
3as first author
7since 2021 · last 2026
0009-0007-5442-3198ORCID · conflict

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 6 · 1 first-author · 5 since 2021Artificial intelligence and machine learning · 2 · 2 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 2 · 1 first-author · 2 since 2021Systems, architecture and hardware · 1 · 1 first-author · 1 since 2021
YearPublicationVenuePosition
2026 Physics-based Hand-object Interaction via Control Force in Virtual Reality
abstract
Physics-based hand-object interaction in VR/AR has been widely studied. Penetration-based dynamics, where the applied force is proportional to the degree of interpenetration, can effectively support hand-object grasping; however, they exhibit notable limitations when interacting with tiny objects and are restricted to a narrow range of interaction tasks. To address these issues, we introduce a control-based dynamics as an alternative. Specifically, we employ PD controllers to approximate the applied force based on the velocity and movements of the tracked hand. Unlike penetration-based methods, our approach relies solely on the hand’s movements for force computation, eliminating issues related to insufficient penetration distance and more accurately reflecting real-world physics. To evaluate the effectiveness of the proposed method, we conducted a series of user studies involving various interaction tasks and virtual objects, in comparison with state-of-the-art approaches. The results verify the effectiveness of our approach in hand-object interactions and demonstrate its significant positive sense of agency compared to prior works.
Yue Ma 0035, Xiaohui Liang 0001
VR1
2026 Uncertainty-aware calibrated 3D human motion forecasting with latent conformal prediction
Yue Ma 0035, Frederick W. B. Li, Xiaohui Liang 0001
Pattern Recognit.1
2025 Uncertainty-aware Probabilistic 3D Human Motion Forecasting via Invertible Networks
abstract
3D human motion forecasting aims to enable autonomous applications. Estimating uncertainty for each prediction (i.e., confidence based on probability density or quantile) is essential for safety-critical contexts like human-robot collaboration to minimize risks. However, existing diverse motion fore-casting approaches struggle with uncertainty quantification due to implicit probabilistic representations hindering uncertainty modeling. We propose ProbHMI, which introduces invertible networks to parameterize poses in a disentangled latent space, enabling probabilistic dynamics modeling. A forecasting module then explicitly predicts future latent distributions, allowing effective uncertainty quantification. Evaluated on benchmarks, ProbHMI achieves strong performance for both deterministic and diverse prediction while validating uncertainty calibration, critical for risk-aware decision making.
Yue Ma 0035, Kanglei Zhou, Fuyang Yu, Frederick W. B. Li, Xiaohui Liang 0001
ICRA1
2024 A Real-Time and Interactive Fluid Modeling System for Mixed Reality
abstract
Within the realm of mixed reality, the capability to dynamically render environmental effects with high realism plays a crucial role in amplifying user engagement and interaction. Fluid dynamics, in particular, stand out as essential elements for crafting immersive virtual settings. This includes the simulation of phenomena like smoke, fire, and clouds, which are instrumental in enriching the virtual experience. This work showcases a cutting-edge system developed to produce dynamic and interactive fluid effects that mirror real captured data in real-time for mixed reality applications. This innovative system seamlessly incorporates fluid reconstruction alongside velocity estimation processes within the Unity engine environment. Our approach leverages a novel physics-based differentiable rendering technique, grounded in the principles of light transport in participating media, to simulate the intricate behaviors of fluid while ensuring high fidelity in visual appearance. To further enhance realism, we have expanded our framework to include the estimation of velocity fields, addressing the critical need for fluid motion simulation. The practical application of these techniques demonstrates the system's capacity to offer a robust platform for fluid modeling in mixed reality environments. Through extensive evaluations, we illustrate the effectiveness of our approach in various scenes, underscoring its potential to transform mixed reality content creation by providing developers with the tools to incorporate highly realistic and interactive fluid seamlessly.
Yunchi Cen, Hanchen Deng, Yue Ma 0035, Xiaohui Liang 0001
IEEE Trans. Vis. Comput. Graph.3
2023 A Mixed Reality Training System for Hand-Object Interaction in Simulated Microgravity Environments
abstract
As human exploration of space continues to progress, the use of Mixed Reality (MR) for simulating microgravity environments and facilitating training in hand-object interaction holds immense practical significance. However, hand-object interaction in microgravity presents distinct challenges compared to terrestrial environments due to the absence of gravity. This results in heightened agility and inherent unpredictability of movements that traditional methods struggle to simulate accurately. To this end, we propose a novel MR-based hand-object interaction system in simulated microgravity environments, leveraging physics-based simulations to enhance the interaction between the user’s real hand and virtual objects. Specifically, we introduce a physics-based hand-object interaction model that combines impulse-based simulation with penetration contact dynamics. This accurately captures the intricacies of hand-object interaction in microgravity. By considering forces and impulses during contact, our model ensures realistic collision responses and enables effective object manipulation in the absence of gravity. The proposed system presents a cost-effective solution for users to simulate object manipulation in microgravity. It also holds promise for training space travelers, equipping them with greater immersion to better adapt to space missions. The system reliability and fidelity test verifies the superior effectiveness of our system compared to the state-of-the-art CLAP system.
Kanglei Zhou, Yue Ma 0035, Zhiying Leng, Hubert P. H. Shum, Frederick W. B. Li, Xiaohui Liang 0001
ISMAR3
2023 Hierarchical Graph Convolutional Networks for Action Quality Assessment
abstract
Action quality assessment (AQA) automatically evaluates how well humans perform actions in a given video, a technique widely used in fields such as rehabilitation medicine, athletic competitions, and specific skills assessment. However, existing works that uniformly divide the video sequence into small clips of equal length suffer from intra-clip confusion and inter-clip incoherence, hindering the further development of AQA. To address this issue, we propose a hierarchical graph convolutional network (GCN). First, semantic information confusion is corrected through clip refinement, generating the ‘shot’ as the basic action unit. We then construct a scene graph by combining several consecutive shots into meaningful scenes to capture local dynamics. These scenes can be viewed as different procedures of a given action, providing valuable assessment cues. The video-level representation is finally extracted via sequential action aggregation among scenes to regress the predicted score distribution, enhancing discriminative features and improving assessment performance. Experiments on the AQA-7, MTL-AQA, and JIGSAWS datasets demonstrate the superiority of the proposed hierarchical GCN over state-of-the-art methods.
Kanglei Zhou, Yue Ma 0035, Hubert P. H. Shum, Xiaohui Liang 0001
IEEE Trans. Circuits Syst. Video Technol.2
2023 A Video-Based Augmented Reality System for Human-in-the-Loop Muscle Strength Assessment of Juvenile Dermatomyositis
abstract
As the most common idiopathic inflammatory myopathy in children, juvenile dermatomyositis (JDM) is characterized by skin rashes and muscle weakness. The childhood myositis assessment scale (CMAS) is commonly used to measure the degree of muscle involvement for diagnosis or rehabilitation monitoring. On the one hand, human diagnosis is not scalable and may be subject to personal bias. On the other hand, automatic action quality assessment (AQA) algorithms cannot guarantee 100% accuracy, making them not suitable for biomedical applications. As a solution, we propose a video-based augmented reality system for human-in-the-loop muscle strength assessment of children with JDM. We first propose an AQA algorithm for muscle strength assessment of JDM using contrastive regression trained by a JDM dataset. Our core insight is to visualize the AQA results as a virtual character facilitated by a 3D animation dataset, so that users can compare the real-world patient and the virtual character to understand and verify the AQA results. To allow effective comparisons, we propose a video-based augmented reality system. Given a feed, we adapt computer vision algorithms for scene understanding, evaluate the optimal way of augmenting the virtual character into the scene, and highlight important parts for effective human verification. The experimental results confirm the effectiveness of our AQA algorithm, and the results of the user study demonstrate that humans can more accurately and quickly assess the muscle strength of children using our system.
Kanglei Zhou, Ruizhi Cai, Yue Ma 0035, Qingqing Tan, Hubert P. H. Shum, Frederick W. B. Li, Xiaohui Liang 0001
IEEE Trans. Vis. Comput. Graph.3
2020 Cumuliform cloud formation control using parameter-predicting convolutional neural network
Yue Ma 0035, Frederick W. B. Li, Hubert P. H. Shum, Bailin Yang, Xiaohui Liang 0001
Graph. Model.2