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Hao Zhu 0008

dblp:10/3520-8 · also Bernie Hao Zhu · DBLP profile ↗
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4ranked-venue papers
0as first author
2since 2021 · last 2025
—ORCID · conflict

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

Artificial intelligence and machine learning · 3 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
2 papers
Face, body and person analysis · 45% 3D vision · 32% Robot manipulation · 17%
Human-computer interaction and pervasive computing
1 paper
Human-robot interaction · 87% Health and well-being technologies · 13%

Topics — the 8 heaviest of 10, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Human-robot interaction
assistive robotics
0.912025
Lessons Learned from Designing and Evaluating a Robot-assisted Feeding System for Out-of-Lab Use · HRI 2025
Human-robot interaction › assistive robotics
robot-assisted feeding
0.912025
Lessons Learned from Designing and Evaluating a Robot-assisted Feeding System for Out-of-Lab Use · HRI 2025
Robotics › Robot manipulation
robot interaction
0.412020
SAPIEN: A SimulAted Part-Based Interactive ENvironment · CVPR 2020
Computer vision › Face, body and person analysis › human pose estimation › multi-person pose estimation
crowd pose estimation
0.412019
CrowdPose: Efficient Crowded Scenes Pose Estimation and a New Benchmark · CVPR 2019
Computer vision › Face, body and person analysis
human pose estimation
0.412019
CrowdPose: Efficient Crowded Scenes Pose Estimation and a New Benchmark · CVPR 2019
Computer vision › Face, body and person analysis › human pose estimation
multi-person pose estimation
0.412019
CrowdPose: Efficient Crowded Scenes Pose Estimation and a New Benchmark · CVPR 2019
Computer vision › 3D vision
pose estimation
0.412019
CrowdPose: Efficient Crowded Scenes Pose Estimation and a New Benchmark · CVPR 2019
Robotics › Motion planning and robot control
robot learning
0.112020
SAPIEN: A SimulAted Part-Based Interactive ENvironment · CVPR 2020

Methods — techniques the papers use, named apart from their topics

user study · 0.9community-based participatory research · 0.9physics simulation · 0.4heuristic interaction · 0.4multi-peak prediction · 0.4graph model · 0.4
YearPublicationVenuePosition
2025 Lessons Learned from Designing and Evaluating a Robot-assisted Feeding System for Out-of-Lab Use
abstract
Millions of people cannot eat independently due to a disability, and caregiver-assisted meals can make them feel self-conscious, pressured, or burdensome. Robot-assisted feeding promises to empower people with motor impairments to feed themselves. However, current research typically examines specific robotic system subcomponents and evaluates them in controlled lab settings. This leaves a gap in developing and evaluating an end-to-end system that can feed entire meals in out-of-lab settings. We present one such system, which we developed collaboratively with two community researchers (CRs) with motor-impairments. The key challenge of developing a robot feeding system for out-of-lab use is the varied off-nominal scenarios that inevitably arise. Our key insight is that users can overcome many off-nominals, provided customizability and control over the system. Our system improves upon the state-of-the-art with: (1) a user interface that provides substantial user customizability and control, (2) a bite selection implementation that incorporates users-in-the-loop to generalize across food items, and (3) portable hardware that facilitates system use in diverse environments without inhibiting user mobility. We conduct two studies to evaluate the system. In Study 1, five users with motor impairments and one CR use the system to feed themselves meals of their choice in a cafeteria, office, or conference room. In Study 2, one CR uses the system in his home for five days, feeding himself 10 meals across diverse contexts. We present 3 key lesson learned: (1) spatial contexts are numerous, customizability lets users adapt to them; (2) off-nominals will arise, variable autonomy lets users overcome them; and (3) assistive robots' benefits depend on context. We provide video footage and code on our website.
Amal Nanavati, Ethan K. Gordon, Taylor Kessler Faulkner, Yuxin Ray Song, Jonathan Ko, Tyler Schrenk, Vy Nguyen, Hao Zhu 0008, Haya Bolotski, Atharva Kashyap, Sriram Kutty, Raida Karim, Liander Rainbolt, Rosario Scalise, Hanjun Song, Ramon Qu, Maya Cakmak, Siddhartha S. Srinivasa
HRI8
2021 VVS: Action Recognition With Virtual View Synthesis
abstract
Action recognition research is usually in the single-view setting. But human action is not single-view based in many cases. A lot of simple action is composed of both body movements from the third-person view, and vision guidance from the first-person view. Therefore, linking two viewpoints of data is critical for action recognition algorithms. Currently, the scale of aligned multi-view dataset is small, which limits the advancement in this direction of research. To alleviate the data limitation, we present the novel Virtual View Synthesis (VVS) module. Instead of training and testing on small scale multi-view data, VVS is first pre-trained on multi-view data to generalize the multi-view “supervisory attention”. Then it is incorporated into single-view action recognition model to transfer the ability of how to better observe the existing view based on experience from another view. Extensive experiments demonstrate that VVS can improve strong baselines on several single-view action recognition benchmarks.
Gao Peng, Yong-Lu Li 0001, Hao Zhu 0008, Jin Xia, Cewu Lu
ICIP3
2020 SAPIEN: A SimulAted Part-Based Interactive ENvironment
abstract
Building home assistant robots has long been a goal for vision and robotics researchers. To achieve this task, a simulated environment with physically realistic simulation, sufficient articulated objects, and transferability to the real robot is indispensable. Existing environments achieve these requirements for robotics simulation with different levels of simplification and focus. We take one step further in constructing an environment that supports household tasks for training robot learning algorithm. Our work, SAPIEN, is a realistic and physics-rich simulated environment that hosts a large-scale set of articulated objects. SAPIEN enables various robotic vision and interaction tasks that require detailed part-level understanding.We evaluate state-of-the-art vision algorithms for part detection and motion attribute recognition as well as demonstrate robotic interaction tasks using heuristic approaches and reinforcement learning algorithms. We hope that SAPIEN will open research directions yet to be explored, including learning cognition through interaction, part motion discovery, and construction of robotics-ready simulated game environment.
Fanbo Xiang, Yuzhe Qin, Kaichun Mo, Yikuan Xia, Hao Zhu 0008, Fangchen Liu, Minghua Liu, Hanxiao Jiang 0001, Yifu Yuan, He Wang 0010, Li Yi 0001, Angel X. Chang, Leonidas J. Guibas, Hao Su 0001
CVPR5
2019 CrowdPose: Efficient Crowded Scenes Pose Estimation and a New Benchmark
abstract
Multi-person pose estimation is fundamental to many computer vision tasks and has made significant progress in recent years. However, few previous methods explored the problem of pose estimation in crowded scenes while it remains challenging and inevitable in many scenarios. Moreover, current benchmarks cannot provide an appropriate evaluation for such cases. In this paper, we propose a novel and efficient method to tackle the problem of pose estimation in the crowd and a new dataset to better evaluate algorithms. Our model consists of two key components: joint-candidate single person pose estimation (SPPE) and global maximum joints association. With multi-peak prediction for each joint and global association using the graph model, our method is robust to inevitable interference in crowded scenes and very efficient in inference. The proposed method surpasses the state-of-the-art methods on CrowdPose dataset by 5.2 mAP and results on MSCOCO dataset demonstrate the generalization ability of our method.
Hao Zhu 0008, Yihuan Mao, Haoshu Fang, Cewu Lu
CVPR3