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Zhonghao Lin

dblp:299/9361 · DBLP profile ↗
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4ranked-venue papers
1as first author
4since 2021 · last 2025
0009-0005-7179-6493ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 4 · 1 first-author · 4 since 2021Artificial intelligence and machine learning · 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
1 paper
Segmentation and scene understanding · 77% Transfer learning and domain adaptation · 23%
Interdisciplinary, comprehensive, and emerging computing
1 paper
Environmental and earth informatics · 100%
Computer graphics and multimedia
3 papers
Virtual and augmented reality · 82% Visualization and visual analytics · 18%
Human-computer interaction and pervasive computing
3 papers
Games and playful interaction · 59% User interface design and tools · 23% Collaborative and social computing · 18%
Network and information security
1 paper
Blockchain and cryptocurrency security · 100%

Topics — the 4 heaviest of 10, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
metaverse
0.722023
Metaverse for Social Good: A University Campus Prototype · ACM Multimedia 2021
MetaCast: A Self-Driven Metaverse Announcer Architecture Based on Quality of Experience Evaluation Model · ACM Multimedia 2023
Games and playful interaction
interactive art
0.512021
Heraclitus's Forest: An Interactive Artwork for Oral History · ACM Multimedia 2021
Visualization and visual analytics
interactive visualization
0.112021
Heraclitus's Forest: An Interactive Artwork for Oral History · ACM Multimedia 2021
Collaborative and social computing
social good applications
0.112021
Metaverse for Social Good: A University Campus Prototype · ACM Multimedia 2021

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

mamba · 1.7convolutional neural network · 1.7attention · 1.7three-layer architecture design · 1.5user study · 1.3qoe evaluation model · 1.3multiple interaction modes · 1.0day/night cycle design · 1.0
YearPublicationVenuePosition
2025 Dust-Mamba: An Efficient Dust Storm Detection Network with Multiple Data Sources
abstract
Accurate detection of dust storms is challenging due to complex meteorological interactions. With the development of deep learning, deep neural networks have been increasingly applied to dust storm detection, offering better learning and generalization capabilities compared to traditional physical modeling. However, existing methods face some limitations, leading to performance bottlenecks in dust storm detection. From the task perspective, existing research focuses on occurrence detection while neglecting intensity detection. From the data perspective, existing research fails to explore the utilization of multi-source data. From the model perspective, most models are built on convolutional neural networks, which have an inherent limitation in capturing long-range dependencies. To address the challenges mentioned, this study proposes Dust-Mamba. To the best of our knowledge, this study is the first attempt to accomplish both the occurrence and intensity detection of dust storms with advanced deep learning technology. In Dust-Mamba, multi-source data is introduced to provide a comprehensive perspective, Mamba and attention are applied to boost feature selection while maintaining long-range modeling capability. Additionally, this study proposes Structure Sharing Transfer Learning Strategies for intensity detection, which further enhances the performance of Dust-Mamba with minimal time cost. As shown by experiments, Dust-Mamba achieves Dice scores of 0.963 for occurrence detection and 0.560 for intensity detection, surpassing several baseline models. In conclusion, this study offers valuable baselines for dust storm detection, with significant reference value and promising application potential.
Cong Bai, Zhonghao Lin, Jinglin Zhang 0001, Shengyong Chen
AAAI2
2023 MetaCast: A Self-Driven Metaverse Announcer Architecture Based on Quality of Experience Evaluation Model
abstract
Metaverse provides users with a novel experience through immersive multimedia technologies. Along with the rapid user growth, numerous events bursting in the metaverse necessitate an announcer to help catch and monitor ongoing events. However, systems on the market primarily serve for esports competitions and rely on human directors, making it challenging to provide 24-hour delivery in the metaverse persistent world. To fill the blank, we proposed a three-stage architecture for metaverse announcers, which is designed to identify events, position cameras, and blend between shots. Based on the architecture, we introduced a Metaverse Announcer User Experience (MAUE) model to identify the factors affecting the users' Quality of Experience (QoE) from a human-centered perspective. In addition, we implemented MetaCast, a practical self-driven metaverse announcer in a university campus metaverse prototype, to conduct user studies for MAUE model. The experimental results have effectively achieved satisfactory announcer settings that align with the preferences of most users, encompassing parameters such as video transition rate, repetition rate, importance threshold value, and image composition.
Zhonghao Lin, Haihan Duan, Xinyao Sun, Wei Cai 0002
ACM Multimedia1
2021 Metaverse for Social Good: A University Campus Prototype
abstract
In recent years, the metaverse has attracted enormous attention from around the world with the development of related technologies. The expected metaverse should be a realistic society with more direct and physical interactions, while the concepts of race, gender, and even physical disability would be weakened, which would be highly beneficial for society. However, the development of metaverse is still in its infancy, with great potential for improvement. Regarding metaverse's huge potential, industry has already come forward with advance preparation, accompanied by feverish investment, but there are few discussions about metaverse in academia to scientifically guide its development. In this paper, we highlight the representative applications for social good. Then we propose a three-layer metaverse architecture from a macro perspective, containing infrastructure, interaction, and ecosystem. Moreover, we journey toward both a historical and novel metaverse with a detailed timeline and table of specific attributes. Lastly, we illustrate our implemented blockchain-driven metaverse prototype of a university campus and discuss the prototype design and insights.
Haihan Duan, Sizheng Fan, Zhonghao Lin, Wei Cai 0002
ACM Multimedia4
2021 Heraclitus's Forest: An Interactive Artwork for Oral History
abstract
Heraclitus's Forest is an interactive artwork that utilizes birch trees as a metaphor for the life stories recorded in an oral history database. We design a day/night cycle system to present the forest experience along the time elapse, multiple interaction modes to engage audiences' participation in history exploration, and evolving forest to arouse people's reflection on the feature of history, which is constantly being constructed but can never be returned to.
Zhonghao Lin, Wei Cai 0002
ACM Multimedia2