VLDB 2026 Research / reviewers in the wild / expert
Xun Qian
dblp:220/0031
· DBLP profile ↗
37ranked-venue papers
11as first author
29since 2021 · last 2026
—ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 26 · 4 first-author · 22 since 2021Artificial intelligence and machine learning · 11 · 7 first-author · 7 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | AgentHands: Generating Interactive Hand Gestures for Spatially Grounded Agent Conversations in XRabstractCommunicating spatial tasks via text or speech creates “a mental mapping gap” that limits an agent’s expressiveness. Inspired by co-speech gestures in face-to-face conversation, we propose AgentHands, an LLM-powered XR system that equips agents with hands to render responses clearer and more engaging. Guided by a design taxonomy distilled from a formative study (N=10), we implement a novel pipeline to generate and render a hand agent that augments conversational responses with synchronized, space-aware, and interactive hand gestures: using a meta-instruction, AgentHands generates verbal responses embedded with GestureEvents aligned to specific words; each event specifies gesture type and parameters. At runtime, a parser converts events into time-stamped poses and motions, driving an animation system that renders expressive hands synchronized with speech. In a within-subjects study (N=12), AgentHands increased engagement and made spatially grounded conversations easier to follow compared to a speech-only baseline. Ziyi Liu 0004, David Li 0001, Zhongyi Zhou, David Kim 0002, Ruofei Du, Xun Qian |
CHI | 6 |
| 2025 | InstructPipe: Generating Visual Blocks Pipelines with Human Instructions and LLMsabstractVisual programming has the potential of providing novice programmers with a low-code experience to build customized processing pipelines.Existing systems typically require users to build pipelines from scratch, implying that novice users are expected to set up and link appropriate nodes from a blank workspace.In this paper, we introduce InstructPipe, an AI assistant for prototyping machine learning (ML) pipelines with text instructions.We contribute two large language model (LLM) modules and a code interpreter as part of our framework.The LLM modules generate pseudocode for a target pipeline, and the interpreter renders the pipeline in the node-graph editor for further human-AI collaboration.Both technical and user evaluation (N=16) shows that InstructPipe empowers users to streamline their ML pipeline workfow, reduce their learning curve, and leverage open-ended commands to spark innovative ideas. Zhongyi Zhou, Vrushank Phadnis, Xiuxiu Yuan, Xun Qian, Kristen Wright, Mark Sherwood, Jason Mayes, Yiyi Huang, Zheng Xu 0002, Yinda Zhang 0001, Johnny Lee, Alex Olwal, David Kim 0002, Ram Iyengar, Na Li 0034, Ruofei Du |
CHI | 6 |
| 2025 | DialogLab: Authoring, Simulating, and Testing Dynamic Human-AI Group Conversations
Erzhen Hu, Yanhe Chen, Vrushank Phadnis, Pingmei Xu, Xun Qian, Alex Olwal, David Kim 0002, Seongkook Heo, Ruofei Du |
UIST | 6 |
| 2025 | Thing2Reality: Enabling Spontaneous Creation of 3D Objects from 2D Content using Generative AI in XR Meetings
Erzhen Hu, Jungtaek Hong, Xun Qian, Alex Olwal, David Kim 0002, Seongkook Heo, Ruofei Du |
UIST | 4 |
| 2025 | Sensible Agent: A Framework for Unobtrusive Interaction with Proactive AR Agents
Geonsun Lee, Nels Numan, Xun Qian, David Li 0001, Yanhe Chen, Achin Kulshrestha, Ishan Chatterjee, Yinda Zhang 0001, Dinesh Manocha, David Kim 0002, Ruofei Du |
UIST | 4 |
| 2025 | Enhancing XR Auditory Realism via Multimodal Scene-Aware Acoustic RenderingabstractIn Extended Reality (XR), rendering sound that accurately simulates real-world acoustics is pivotal in creating lifelike and believable virtual experiences. However, existing XR spatial audio rendering methods often struggle with real-time adaptation to diverse physical scenes, causing a sensory mismatch between visual and auditory cues that disrupts user immersion. To address this, we introduce SAMOSA, a novel on-device system that renders spatially accurate sound by dynamically adapting to its physical environment. SAMOSA leverages a synergistic multimodal scene representation by fusing real-time estimations of room geometry, surface materials, and semantic-driven acoustic context. This rich representation then enables efficient acoustic calibration via scene priors, allowing the system to synthesize a highly realistic Room Impulse Response (RIR). We validate our system through technical evaluation using acoustic metrics for RIR synthesis across various room configurations and sound types, alongside an expert evaluation (N=12). Evaluation results demonstrate SAMOSA's feasibility and efficacy in enhancing XR auditory realism. Tianyu Xu 0008, Jihan Li, Penghe Zu, Pranav Sahay, Maruchi Kim, Jack Obeng-Marnu, Farley Miller, Xun Qian, Katrina Passarella, Mahitha Rachumalla, Rajeev Nongpiur, D. Shin |
UIST | 8 |
| 2025 | NoteIt: A System Converting Instructional Videos to Interactable Notes Through Multimodal Video UnderstandingabstractUsers often take notes for instructional videos to access key knowledge later without revisiting long videos.Automated note generation tools enable users to obtain informative notes efficiently.However, notes generated by existing research or off-the-shelf tools fail to preserve the information conveyed in the original videos comprehensively, nor can they satisfy users' expectations for diverse presentation formats and interactive features when using notes digitally.In this work, we present NoteIt, a system, which automatically converts instructional videos to interactable notes using a novel pipeline that faithfully extracts hierarchical structure and multimodal key information from videos.With NoteIt's interface, users can interact with the system to further customize the content and presentation formats of the notes according to their preferences.We conducted both a technical evaluation and a comparison user study (N=36).The solid performance in objective metrics and the positive user feedback demonstrated the effectiveness of the pipeline and the overall usability of NoteIt. Running Zhao, Zhihan Jiang 0001, Chirui Chang, Handi Chen, Weipeng Deng, Luyao Jin, Xiaojuan Qi 0001, Xun Qian, Edith C. H. Ngai |
UIST | 9 |
| 2025 | Beyond the Phone: Exploring Phone-XR Integration through Multi-View Transitions for Real-World ApplicationsabstractDespite the growing prevalence of Extended Reality (XR) headsets, their integration with mobile phones remains limited. Existing approaches primarily replicate the phone’s interface in XR or use the phone solely as a 6DOF controller. This paper introduces a novel framework for seamless transitions among mirrored, magnified, and augmented views, dynamically adapts the interface with the content and state of mobile applications. To achieve this, we establish a design space through literature reviews and expert workshops, outline user journeys with common real-world applications, and develop a prototype system that automatically analyzes UI layouts to provide enhanced controls and spatial augmentation. We validate our prototype system with a user study to assess its adaptability to a broad spectrum of applications at runtime, reported its strengths and weaknesses, and suggest directions to advance the future adaption in Phone-XR integration. Xun Qian, Daniel Kalmar, Mahdi Tayarani, Eric J. Gonzalez, Mar González-Franco, David Kim 0002, Ruofei Du |
VR | 2 |
| 2025 | Communication-efficient distributed learning with Local Immediate Error Compensation
Yifei Cheng 0002, Li Shen 0008, Linli Xu 0002, Xun Qian, Dacheng Tao, Enhong Chen |
Neural Networks | 4 |
| 2024 | ChatDirector: Enhancing Video Conferencing with Space-Aware Scene Rendering and Speech-Driven Layout TransitionabstractRemote video conferencing systems (RVCS) are widely adopted in personal and professional communication. However, they often lack the co-presence experience of in-person meetings. This is largely due to the absence of intuitive visual cues and clear spatial relationships among remote participants, which can lead to speech interruptions and loss of attention. This paper presents ChatDirector, a novel RVCS that overcomes these limitations by incorporating space-aware visual presence and speech-aware attention transition assistance. ChatDirector employs a real-time pipeline that converts participants’ RGB video streams into 3D portrait avatars and renders them in a virtual 3D scene. We also contribute a decision tree algorithm that directs the avatar layouts and behaviors based on participants’ speech states. We report on results from a user study (N=16) where we evaluated ChatDirector. The satisfactory algorithm performance and complimentary subject user feedback imply that ChatDirector significantly enhances communication efficacy and user engagement. Xun Qian, Feitong Tan, Yinda Zhang 0001, Brian Moreno Collins, David Kim 0002, Alex Olwal, Karthik Ramani, Ruofei Du |
CHI | 1 |
| 2024 | Fast-Forward Reality: Authoring Error-Free Context-Aware Policies with Real-Time Unit Tests in Extended RealityabstractAdvances in ubiquitous computing have enabled end-user authoring of context-aware policies (CAPs) that control smart devices based on specific contexts of the user and environment. However, authoring CAPs accurately and avoiding run-time errors is challenging for end-users as it is difficult to foresee CAP behaviors under complex real-world conditions. We propose Fast-Forward Reality, an Extended Reality (XR) based authoring workflow that enables end-users to iteratively author and refine CAPs by validating their behaviors via simulated unit test cases. We develop a computational approach to automatically generate test cases based on the authored CAP and the user’s context history. Our system delivers each test case with immersive visualizations in XR, facilitating users to verify the CAP behavior and identify necessary refinements. We evaluated Fast-Forward Reality in a user study (N=12). Our authoring and validation process improved the accuracy of CAPs and the users provided positive feedback on the system usability. Xun Qian, Tianyi Wang 0004, Xuhai Xu, Tanya R. Jonker, Kashyap Todi |
CHI | 1 |
| 2024 | AdapTUI: Adaptation of Geometric-Feature-Based Tangible User Interfaces in Augmented RealityabstractWith the advents in geometry perception and Augmented Reality (AR), end-users can customize Tangible User Interfaces (TUIs) that control digital assets using intuitive and comfortable interactions with physical geometries (e.g., edges and surfaces). However, it remains challenging to adapt such TUIs in varied physical environments while maintaining the same spatial and ergonomic affordance. We propose AdapTUI, an end-to- end system that enables an end-user to author geometric-based TUIs and automatically adapts the TUIs when the user moves to a new environment. Leveraging a geometry detection module and the spatial awareness of AR, AdapTUI first lets users create custom mappings between geometric features and digital functions. Then, AdapTUI uses an optimization-based adaptation framework, which considers both the geometric variations and human-factor nuances, to dynamically adjust the attachment of the user-authored TUIs. We demonstrate three application scenarios where end-users can utilize TUIs at different locations, including portable car play, efficient AR workstation, and entertainment. We evaluated the effectiveness of the adaptation method as well as the overall usability through a comparison user study (N=12). The satisfactory adaptation of the user-authored TUIs and the positive qualitative feedback demonstrate the effectiveness of our system. Fengming He, Xiyun Hu, Xun Qian, Zhengzhe Zhu, Karthik Ramani |
Proc. ACM Hum. Comput. Interact. | 3 |
| 2023 | Catalyst Acceleration of Error Compensated Methods Leads to Better Communication ComplexityabstractCommunication overhead is well known to be a key bottleneck in large scale distributed learning, and a particularly successful class of methods which help to overcome this bottleneck is based on the idea of communication compression. Some of the most practically effective gradient compressors, such as TopK, are biased, which causes convergence issues unless one employs a well designed error compensation/feedback mechanism. Error compensation is therefore a fundamental technique in the distributed learning literature. In a recent development, Qian et al (NeurIPS 2021) showed that the error-compensation mechanism can be combined with acceleration/momentum, which is another key and highly successful optimization technique. In particular, they developed the error-compensated loop-less Katyusha (ECLK) method, and proved an accelerated linear rate in the strongly convex case. However, the dependence of their rate on the compressor parameter does not match the best dependence obtainable in the non-accelerated error-compensated methods. Our work addresses this problem. We propose several new accelerated error-compensated methods using the catalyst acceleration technique, and obtain results that match the best dependence on the compressor parameter in non-accelerated error-compensated methods up to logarithmic terms. Xun Qian, Hanze Dong, Tong Zhang 0001, Peter Richtárik |
AISTATS | 1 |
| 2023 | Ubi Edge: Authoring Edge-Based Opportunistic Tangible User Interfaces in Augmented RealityabstractEdges are one of the most ubiquitous geometric features of physical objects. They provide accurate haptic feedback and easy-to-track features for camera systems, making them an ideal basis for Tangible User Interfaces (TUI) in Augmented Reality (AR). We introduce Ubi Edge, an AR authoring tool that allows end-users to customize edges on daily objects as TUI inputs to control varied digital functions. We develop an integrated AR-device and an integrated vision-based detection pipeline that can track 3D edges and detect the touch interaction between fingers and edges. Leveraging the spatial-awareness of AR, users can simply select an edge by sliding fingers along it and then make the edge interactive by connecting it to various digital functions. We demonstrate four use cases including multi-function controllers, smart homes, games, and TUI-based tutorials. We also evaluated and proved our system’s usability through a two-session user study, where qualitative and quantitative results are positive. Fengming He, Xiyun Hu, Jingyu Shi, Xun Qian, Tianyi Wang 0004, Karthik Ramani |
CHI | 4 |
| 2023 | InstruMentAR: Auto-Generation of Augmented Reality Tutorials for Operating Digital Instruments Through Recording Embodied DemonstrationabstractAugmented Reality tutorials, which provide necessary context by directly superimposing visual guidance on the physical referent, represent an effective way of scaffolding complex instrument operations. However, current AR tutorial authoring processes are not seamless as they require users to continuously alternate between operating instruments and interacting with virtual elements. We present InstruMentAR, a system that automatically generates AR tutorials through recording user demonstrations. We design a multimodal approach that fuses gestural information and hand-worn pressure sensor data to detect and register the user’s step-by-step manipulations on the control panel. With this information, the system autonomously generates virtual cues with designated scales to respective locations for each step. Voice recognition and background capture are employed to automate the creation of text and images as AR content. For novice users receiving the authored AR tutorials, we facilitate immediate feedback through haptic modules. We compared InstruMentAR with traditional systems in the user study. Ziyi Liu 0004, Zhengzhe Zhu, Enze Jiang, Feichi Huang, Ana M. Villanueva, Xun Qian, Tianyi Wang 0004, Karthik Ramani |
CHI | 6 |
| 2023 | XAIR: A Framework of Explainable AI in Augmented RealityabstractExplainable AI (XAI) has established itself as an important component of AI-driven interactive systems. With Augmented Reality (AR) becoming more integrated in daily lives, the role of XAI also becomes essential in AR because end-users will frequently interact with intelligent services. However, it is unclear how to design effective XAI experiences for AR. We propose XAIR, a design framework that addresses when, what, and how to provide explanations of AI output in AR. The framework was based on a multi-disciplinary literature review of XAI and HCI research, a large-scale survey probing 500+ end-users’ preferences for AR-based explanations, and three workshops with 12 experts collecting their insights about XAI design in AR. XAIR’s utility and effectiveness was verified via a study with 10 designers and another study with 12 end-users. XAIR can provide guidelines for designers, inspiring them to identify new design opportunities and achieve effective XAI designs in AR. Xuhai Xu, Anna Yu, Tanya R. Jonker, Kashyap Todi, Feiyu Lu 0001, Xun Qian, João Marcelo Evangelista Belo, Tianyi Wang 0004, Michelle Li, Aran Mun, Te-Yen Wu, Junxiao Shen, Ting Zhang 0013, Narine Kokhlikyan, Fulton Wang, Paul Sorenson, Sophie Kahyun Kim, Hrvoje Benko |
CHI | 6 |
| 2023 | LearnIoTVR: An End-to-End Virtual Reality Environment Providing Authentic Learning Experiences for Internet of ThingsabstractThe rapid growth of Internet-of-Things (IoT) applications has generated interest from many industries and a need for graduates with relevant knowledge. An IoT system is comprised of spatially distributed interactions between humans and various interconnected IoT components. These interactions are contextualized within their ambient environment, thus impeding educators from recreating authentic tasks for hands-on IoT learning. We propose LearnIoTVR, an end-to-end virtual reality (VR) learning environment which helps students to acquire IoT knowledge through immersive design, programming, and exploration of real-world environments empowered by IoT (e.g., a smart house). The students start the learning process by installing virtual IoT components we created in different locations inside the VR environment so that the learning will be situated in the same context where the IoT is applied. With our custom-designed 3D block-based language, students can program IoT behaviors directly within VR and get immediate feedback on their programming outcome. In the user study, we evaluated the learning outcomes among students using LearnIoTVR with a pre- and post-test to understand to what extent does engagement in LearnIoTVR lead to gains in learning programming skills and IoT competencies. Additionally, we examined what aspects of LearnIoTVR support usability and learning of programming skills compared to a traditional desktop-based learning environment. The results from these studies were promising. We also acquired insightful user feedback which provides inspiration for further expansions of this system. Zhengzhe Zhu, Ziyi Liu 0004, Youyou Zhang, Joey Huang, Ana M. Villanueva, Xun Qian, Kylie Peppler, Karthik Ramani |
CHI | 7 |
| 2023 | Ubi-TOUCH: Ubiquitous Tangible Object Utilization through Consistent Hand-object interaction in Augmented RealityabstractUtilizing everyday objects as tangible proxies for Augmented Reality (AR) provides users with haptic feedback while interacting with virtual objects. Yet, existing methods focus on the attributes of the objects, constraining the possible proxies and yielding inconsistency in user experience. Therefore, we propose Ubi-TOUCH, an AR system that assists users in seeking a wider range of tangible proxies for AR applications based on the hand-object interaction (HOI) they desire. Given the target interaction with a virtual object, the system scans the users’ vicinity and recommends object proxies with similar interactions. Upon user selection, the system simultaneously tracks and maps users’ physical HOI to the virtual HOI, adaptively optimizing object 6 DoF and the hand gesture to provide consistency between the interactions. We showcase promising use cases of Ubi-TOUCH, such as remote tutorials, AR gaming, and Smart Home control. Finally, we evaluate the performance and usability of Ubi-TOUCH with a user study. Rahul Jain 0018, Jingyu Shi, Runlin Duan, Zhengzhe Zhu, Xun Qian, Karthik Ramani |
UIST | 5 |
| 2022 | Basis Matters: Better Communication-Efficient Second Order Methods for Federated LearningabstractRecent advances in distributed optimization have shown that Newton-type methods with proper communication compression mechanisms can guarantee fast local rates and low communication cost compared to first order methods. We discover that the communication cost of these methods can be further reduced, sometimes dramatically so, with a surprisingly simple trick: Basis Learn (BL). The idea is to transform the usual representation of the local Hessians via a change of basis in the space of matrices and apply compression tools to the new representation. To demonstrate the potential of using custom bases, we design a new Newton-type method (BL1), which reduces communication cost via both BL technique and bidirectional compression mechanism. Furthermore, we present two alternative extensions (BL2 and BL3) to partial participation to accommodate federated learning applications. We prove local linear and superlinear rates independent of the condition number. Finally, we support our claims with numerical experiments by comparing several first and second order methods. Xun Qian, Rustem Islamov, Mher Safaryan, Peter Richtárik |
AISTATS | 1 |
| 2022 | ScalAR: Authoring Semantically Adaptive Augmented Reality Experiences in Virtual RealityabstractAugmented Reality (AR) experiences tightly associate virtual contents with environmental entities. However, the dissimilarity of different environments limits the adaptive AR content behaviors under large-scale deployment. We propose ScalAR, an integrated workflow enabling designers to author semantically adaptive AR experiences in Virtual Reality (VR). First, potential AR consumers collect local scenes with a semantic understanding technique. ScalAR then synthesizes numerous similar scenes. In VR, a designer authors the AR contents’ semantic associations and validates the design while being immersed in the provided scenes. We adopt a decision-tree-based algorithm to fit the designer’s demonstrations as a semantic adaptation model to deploy the authored AR experience in a physical scene. We further showcase two application scenarios authored by ScalAR and conduct a two-session user study where the quantitative results prove the accuracy of the AR content rendering and the qualitative results show the usability of ScalAR. Xun Qian, Fengming He, Xiyun Hu, Tianyi Wang 0004, Ananya Ipsita, Karthik Ramani |
CHI | 1 |
| 2022 | FedNL: Making Newton-Type Methods Applicable to Federated LearningabstractInspired by recent work of Islamov et al (2021), we propose a family of Federated Newton Learn (\algname{FedNL}) methods, which we believe is a marked step in the direction of making second-order methods applicable to FL. In contrast to the aforementioned work, \algname{FedNL} employs a different Hessian learning technique which i) enhances privacy as it does not rely on the training data to be revealed to the coordinating server, ii) makes it applicable beyond generalized linear models, and iii) provably works with general contractive compression operators for compressing the local Hessians, such as Top-$K$ or Rank-$R$, which are vastly superior in practice. Notably, we do not need to rely on error feedback for our methods to work with contractive compressors. Moreover, we develop \algname{FedNL-PP}, \algname{FedNL-CR} and \algname{FedNL-LS}, which are variants of \algname{FedNL} that support partial participation, and globalization via cubic regularization and line search, respectively, and \algname{FedNL-BC}, which is a variant that can further benefit from bidirectional compression of gradients and models, i.e., smart uplink gradient and smart downlink model compression. We prove local convergence rates that are independent of the condition number, the number of training data points, and compression variance. Our communication efficient Hessian learning technique provably learns the Hessian at the optimum. Finally, we perform a variety of numerical experiments that show that our \algname{FedNL} methods have state-of-the-art communication complexity when compared to key baselines. Mher Safaryan, Rustem Islamov, Xun Qian, Peter Richtárik |
ICML | 3 |
| 2022 | ARnnotate: An Augmented Reality Interface for Collecting Custom Dataset of 3D Hand-Object Interaction Pose EstimationabstractVision-based 3D pose estimation has substantial potential in hand-object interaction applications and requires user-specified datasets to achieve robust performance. We propose ARnnotate, an Augmented Reality (AR) interface enabling end-users to create custom data using a hand-tracking-capable AR device. Unlike other dataset collection strategies, ARnnotate first guides a user to manipulate a virtual bounding box and records its poses and the user’s hand joint positions as the labels. By leveraging the spatial awareness of AR, the user manipulates the corresponding physical object while following the in-situ AR animation of the bounding box and hand model, while ARnnotate captures the user’s first-person view as the images of the dataset. A 12-participant user study was conducted, and the results proved the system’s usability in terms of the spatial accuracy of the labels, the satisfactory performance of the deep neural networks trained with the data collected by ARnnotate, and the users’ subjective feedback. Xun Qian, Fengming He, Xiyun Hu, Tianyi Wang 0004, Karthik Ramani |
UIST | 1 |
| 2022 | MechARspace: An Authoring System Enabling Bidirectional Binding of Augmented Reality with Toys in Real-timeabstractAugmented Reality (AR), which blends physical and virtual worlds, presents the possibility of enhancing traditional toy design. By leveraging bidirectional virtual-physical interactions between humans and the designed artifact, such AR-enhanced toys can provide more playful and interactive experiences for traditional toys. However, designers are constrained by the complexity and technical difficulties of the current AR content creation processes. We propose MechARspace, an immersive authoring system that supports users to create toy-AR interactions through direct manipulation and visual programming. Based on the elicitation study, we propose a bidirectional interaction model which maps both ways: from the toy inputs to reactions of AR content, and also from the AR content to the toy reactions. This model guides the design of our system which includes a plug-and-play hardware toolkit and an in-situ authoring interface. We present multiple use cases enabled by MechARspace to validate this interaction model. Finally, we evaluate our system with a two-session user study where users first recreated a set of predefined toy-AR interactions and then implemented their own AR-enhanced toy designs. Zhengzhe Zhu, Ziyi Liu 0004, Tianyi Wang 0004, Youyou Zhang, Xun Qian, Pashin Farsak Raja, Ana M. Villanueva, Karthik Ramani |
UIST | 5 |
| 2021 | ProcessAR: An augmented reality-based tool to create in-situ procedural 2D/3D AR InstructionsabstractAugmented reality (AR) is an efficient form of delivering spatial information and has great potential for training workers. However, AR is still not widely used for such scenarios due to the technical skills and expertise required to create interactive AR content. We developed ProcessAR, an AR-based system to develop 2D/3D content that captures subject matter expert’s (SMEs) environment-object interactions in situ. The design space for ProcessAR was identified from formative interviews with AR programming experts and SMEs, alongside a comparative design study with SMEs and novice users. To enable smooth workflows, ProcessAR locates and identifies different tools/objects through computer vision within the workspace when the author looks at them. We explored additional features such as embedding 2D videos with detected objects and user-adaptive triggers. A final user evaluation comparing ProcessAR and a baseline AR authoring environment showed that, according to our qualitative questionnaire, users preferred ProcessAR. Subramanian Chidambaram, Hank Huang, Fengming He, Xun Qian, Ana M. Villanueva, Thomas Redick, Wolfgang Stuerzlinger, Karthik Ramani |
Conference on Designing Interactive Systems | 4 |
| 2021 | AdapTutAR: An Adaptive Tutoring System for Machine Tasks in Augmented RealityabstractModern manufacturing processes are in a state of flux, as they adapt to increasing demand for flexible and self-configuring production. This poses challenges for training workers to rapidly master new machine operations and processes, i.e. machine tasks. Conventional in-person training is effective but requires time and effort of experts for each worker trained and not scalable. Recorded tutorials, such as video-based or augmented reality (AR), permit more efficient scaling. However, unlike in-person tutoring, existing recorded tutorials lack the ability to adapt to workers’ diverse experiences and learning behaviors. We present AdapTutAR, an adaptive task tutoring system that enables experts to record machine task tutorials via embodied demonstration and train learners with different AR tutoring contents adapting to each user’s characteristics. The adaptation is achieved by continually monitoring learners’ tutorial-following status and adjusting the tutoring content on-the-fly and in-situ. The results of our user study evaluation have demonstrated that our adaptive system is more effective and preferable than the non-adaptive one. Gaoping Huang, Xun Qian, Tianyi Wang 0004, Fagun Patel, Maitreya Sreeram, Yuanzhi Cao, Karthik Ramani, Alexander J. Quinn |
CHI | 2 |
| 2021 | Distributed Second Order Methods with Fast Rates and Compressed CommunicationabstractWe develop several new communication-efficient second-order methods for distributed optimization. Our first method, NEWTON-STAR, is a variant of Newton’s method from which it inherits its fast local quadratic rate. However, unlike Newton’s method, NEWTON-STAR enjoys the same per iteration communication cost as gradient descent. While this method is impractical as it relies on the use of certain unknown parameters characterizing the Hessian of the objective function at the optimum, it serves as the starting point which enables us to design practical variants thereof with strong theoretical guarantees. In particular, we design a stochastic sparsification strategy for learning the unknown parameters in an iterative fashion in a communication efficient manner. Applying this strategy to NEWTON-STAR leads to our next method, NEWTON-LEARN, for which we prove local linear and superlinear rates independent of the condition number. When applicable, this method can have dramatically superior convergence behavior when compared to state-of-the-art methods. Finally, we develop a globalization strategy using cubic regularization which leads to our next method, CUBIC-NEWTON-LEARN, for which we prove global sublinear and linear convergence rates, and a fast superlinear rate. Our results are supported with experimental results on real datasets, and show several orders of magnitude improvement on baseline and state-of-the-art methods in terms of communication complexity. Rustem Islamov, Xun Qian, Peter Richtárik |
ICML | 2 |
| 2021 | Error Compensated Distributed SGD Can Be AcceleratedabstractGradient compression is a recent and increasingly popular technique for reducing the communication cost in distributed training of large-scale machine learning models. In this work we focus on developing efficient distributed methods that can work for any compressor satisfying a certain contraction property, which includes both unbiased (after appropriate scaling) and biased compressors such as RandK and TopK. Applied naively, gradient compression introduces errors that either slow down convergence or lead to divergence. A popular technique designed to tackle this issue is error compensation/error feedback. Due to the difficulties associated with analyzing biased compressors, it is not known whether gradient compression with error compensation can be combined with acceleration. In this work, we show for the first time that error compensated gradient compression methods can be accelerated. In particular, we propose and study the error compensated loopless Katyusha method, and establish an accelerated linear convergence rate under standard assumptions. We show through numerical experiments that the proposed method converges with substantially fewer communication rounds than previous error compensated algorithms. Xun Qian, Peter Richtárik, Tong Zhang 0001 |
NeurIPS | 1 |
| 2021 | GesturAR: An Authoring System for Creating Freehand Interactive Augmented Reality ApplicationsabstractFreehand gesture is an essential input modality for modern Augmented Reality (AR) user experiences. However, developing AR applications with customized hand interactions remains a challenge for end-users. Therefore, we propose GesturAR, an end-to-end authoring tool that supports users to create in-situ freehand AR applications through embodied demonstration and visual programming. During authoring, users can intuitively demonstrate the customized gesture inputs while referring to the spatial and temporal context. Based on the taxonomy of gestures in AR, we proposed a hand interaction model which maps the gesture inputs to the reactions of the AR contents. Thus, users can author comprehensive freehand applications using trigger-action visual programming and instantly experience the results in AR. Further, we demonstrate multiple application scenarios enabled by GesturAR, such as interactive virtual objects, robots, and avatars, room-level interactive AR spaces, embodied AR presentations, etc. Finally, we evaluate the performance and usability of GesturAR through a user study. Tianyi Wang 0004, Xun Qian, Fengming He, Xiyun Hu, Yuanzhi Cao, Karthik Ramani |
UIST | 2 |
| 2021 | L-SVRG and L-Katyusha with Arbitrary SamplingabstractWe develop and analyze a new family of nonaccelerated and accelerated loopless variance-reduced methods for finite-sum optimization problems. Our convergence analysis relies on a novel expected smoothness condition which upper bounds the variance of the stochastic gradient estimation by a constant times a distance-like function. This allows us to handle with ease arbitrary sampling schemes as well as the nonconvex case. We perform an in-depth estimation of these expected smoothness parameters and propose new importance samplings which allow linear speedup when the expected minibatch size is in a certain range. Furthermore, a connection between these expected smoothness parameters and expected separable overapproximation (ESO) is established, which allows us to exploit data sparsity as well. Our general methods and results recover as special cases the loopless SVRG and loopless Katyusha methods. Xun Qian, Zheng Qu 0001, Peter Richtárik |
J. Mach. Learn. Res. | 1 |
| 2020 | An Exploratory Study of Augmented Reality Presence for Tutoring Machine TasksabstractMachine tasks in workshops or factories are often a compound sequence of local, spatial, and body-coordinated human-machine interactions. Prior works have shown the merits of video-based and augmented reality (AR) tutoring systems for local tasks. However, due to the lack of a bodily representation of the tutor, they are not as effective for spatial and body-coordinated interactions. We propose avatars as an additional tutor representation to the existing AR instructions. In order to understand the design space of tutoring presence for machine tasks, we conduct a comparative study with 32 users. We aim to explore the strengths/limitations of the following four tutor options: video, non-avatar-AR, half-body+AR, and full-body+AR. The results show that users prefer the half-body+AR overall, especially for the spatial interactions. They have a preference for the full-body+AR for the body-coordinated interactions and the non-avatar-AR for the local interactions. We further discuss and summarize design recommendations and insights for future machine task tutoring systems. Yuanzhi Cao, Xun Qian, Tianyi Wang 0004, Rachel Lee, Ke Huo, Karthik Ramani |
CHI | 2 |
| 2020 | Vipo: Spatial-Visual Programming with Functions for Robot-IoT WorkflowsabstractMobile robots and IoT (Internet of Things) devices can increase productivity, but only if they can be programmed by workers who understand the domain. This is especially true in manufacturing. Visual programming in the spatial context of the operating environment can enable mental models at a familiar level of abstraction. However, spatial-visual programming is still in its infancy; existing systems lack IoT integration and fundamental constructs, such as functions, that are essential for code reuse, encapsulation, or recursive algorithms. We present Vipo, a spatial-visual programming system for robot-IoT workflows. Vipo was designed with input from managers at six factories using mobile robots. Our user study (n=22) evaluated efficiency, correctness, comprehensibility of spatial-visual programming with functions. Gaoping Huang, Pawan S. Rao, Meng-Han Wu, Xun Qian, Shimon Y. Nof, Karthik Ramani, Alexander J. Quinn |
CHI | 4 |
| 2020 | Acceleration for Compressed Gradient Descent in Distributed and Federated OptimizationabstractDue to the high communication cost in distributed and federated learning problems, methods relying on compression of communicated messages are becoming increasingly popular. While in other contexts the best performing gradient-type methods invariably rely on some form of acceleration/momentum to reduce the number of iterations, there are no methods which combine the benefits of both gradient compression and acceleration. In this paper, we remedy this situation and propose the first \emph{accelerated compressed gradient descent (ACGD)} methods. In the single machine regime, we prove that ACGD enjoys the rate $O\Big((1+\omega)\sqrt{\frac{L}{\mu}}\log \frac{1}{\epsilon}\Big)$ for $\mu$-strongly convex problems and $O\Big((1+\omega)\sqrt{\frac{L}{\epsilon}}\Big)$ for convex problems, respectively, where $\omega$ is the compression parameter. Our results improve upon the existing non-accelerated rates $O\Big((1+\omega)\frac{L}{\mu}\log \frac{1}{\epsilon}\Big)$ and $O\Big((1+\omega)\frac{L}{\epsilon}\Big)$, respectively, and recover the optimal rates of accelerated gradient descent as a special case when no compression ($\omega=0$) is applied. We further propose a distributed variant of ACGD (called ADIANA) and prove the convergence rate $\widetilde{O}\Big(\omega+\sqrt{\frac{L}{\mu}}+\sqrt{\big(\frac{\omega}{n}+\sqrt{\frac{\omega}{n}}\big)\frac{\omega L}{\mu}}\Big)$, where $n$ is the number of devices/workers and $\widetilde{O}$ hides the logarithmic factor $\log \frac{1}{\epsilon}$. This improves upon the previous best result $\widetilde{O}\Big(\omega + \frac{L}{\mu}+\frac{\omega L}{n\mu} \Big)$ achieved by the DIANA method of Mishchenko et al. (2019). Finally, we conduct several experiments on real-world datasets which corroborate our theoretical results and confirm the practical superiority of our accelerated methods. Zhize Li 0001, Dmitry Kovalev, Xun Qian, Peter Richtárik |
ICML | 3 |
| 2020 | CAPturAR: An Augmented Reality Tool for Authoring Human-Involved Context-Aware ApplicationsabstractRecognition of human behavior plays an important role in context-aware applications. However, it is still a challenge for end-users to build personalized applications that accurately recognize their own activities. Therefore, we present CAPturAR, an in-situ programming tool that supports users to rapidly author context-aware applications by referring to their previous activities. We customize an AR head-mounted device with multiple camera systems that allow for non-intrusive capturing of user's daily activities. During authoring, we reconstruct the captured data in AR with an animated avatar and use virtual icons to represent the surrounding environment. With our visual programming interface, users create human-centered rules for the applications and experience them instantly in AR. We further demonstrate four use cases enabled by CAPturAR. Also, we verify the effectiveness of the AR-HMD and the authoring workflow with a system evaluation using our prototype. Moreover, we conduct a remote user study in an AR simulator to evaluate the usability. Tianyi Wang 0004, Xun Qian, Fengming He, Xiyun Hu, Ke Huo, Yuanzhi Cao, Karthik Ramani |
UIST | 2 |
| 2019 | SAGA with Arbitrary SamplingabstractWe study the problem of minimizing the average of a very large number of smooth functions, which is of key importance in training supervised learning models. One of the most celebrated methods in this context is the SAGA algorithm of Defazio et al. (2014). Despite years of research on the topic, a general-purpose version of SAGA—one that would include arbitrary importance sampling and minibatching schemes—does not exist. We remedy this situation and propose a general and flexible variant of SAGA following the arbitrary sampling paradigm. We perform an iteration complexity analysis of the method, largely possible due to the construction of new stochastic Lyapunov functions. We establish linear convergence rates in the smooth and strongly convex regime, and under certain error bound conditions also in a regime without strong convexity. Our rates match those of the primal-dual method Quartz (Qu et al., 2015) for which an arbitrary sampling analysis is available, which makes a significant step towards closing the gap in our understanding of complexity of primal and dual methods for finite sum problems. Finally, we show through experiments that specific variants of our general SAGA method can perform better in practice than other competing methods. Xun Qian, Zheng Qu 0001, Peter Richtárik |
ICML | 1 |
| 2019 | SGD with Arbitrary Sampling: General Analysis and Improved Rates
Xun Qian, Peter Richtárik, Robert M. Gower, Alibek Sailanbayev, Nicolas Loizou, Egor Shulgin |
ICML | 1 |
| 2019 | GhostAR: A Time-space Editor for Embodied Authoring of Human-Robot Collaborative Task with Augmented RealityabstractWe present GhostAR, a time-space editor for authoring and acting Human-Robot-Collaborative (HRC) tasks in-situ. Our system adopts an embodied authoring approach in Augmented Reality (AR), for spatially editing the actions and programming the robots through demonstrative role-playing. We propose a novel HRC workflow that externalizes user's authoring as demonstrative and editable AR ghost, allowing for spatially situated visual referencing, realistic animated simulation, and collaborative action guidance. We develop a dynamic time warping (DTW) based collaboration model which takes the real-time captured motion as inputs, maps it to the previously authored human actions, and outputs the corresponding robot actions to achieve adaptive collaboration. We emphasize an in-situ authoring and rapid iterations of joint plans without an offline training process. Further, we demonstrate and evaluate the effectiveness of our workflow through HRC use cases and a three-session user study. Yuanzhi Cao, Tianyi Wang 0004, Xun Qian, Pawan S. Rao, Manav Wadhawan, Ke Huo, Karthik Ramani |
UIST | 3 |
| 2018 | Generalized Affine Scaling Trajectory Analysis for Linearly Constrained Convex Programming
Xun Qian, Li-Zhi Liao |
ISNN | 1 |