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Qiaoqiao Ren

dblp:332/1592 · DBLP profile ↗
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7ranked-venue papers
2as first author
7since 2021 · last 2026
0000-0001-5561-1747ORCID · corroborated

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

Artificial intelligence and machine learning · 4 · 2 first-author · 4 since 2021Graphics, computer vision, multimedia, augmented reality and games · 4 · 4 since 2021Human-computer interaction and ubiquitous computing · 3 · 2 first-author · 3 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 first-author · 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.

Human-computer interaction and pervasive computing
2 papers
Learning and educational technologies · 50% Human-robot interaction · 40% Collaborative and social computing · 10%
Computer graphics and multimedia
1 paper
Audio and music processing · 100%
Artificial intelligence
1 paper
Language models and text generation · 100%

Topics — the 6 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Audio and music processing
computational auditory scene analysis
1.012026
Soundscape Captioning Using Sound Affective Quality Network and Large Language Model · IEEE Trans. Multim. 2026
Audio and music processing › audio analysis
soundscape analysis
1.012026
Soundscape Captioning Using Sound Affective Quality Network and Large Language Model · IEEE Trans. Multim. 2026
Human-robot interaction › affective interaction
affective touch
0.912025
Touched by ChatGPT: Using an LLM to Drive Affective Tactile Interaction · HRI 2025
Learning and educational technologies › language learning
pronunciation training
0.712023
Limitations of Audiovisual Speech on Robots for Second Language Pronunciation Learning · HRI 2023
Learning and educational technologies › language learning
second language learning
0.712023
Limitations of Audiovisual Speech on Robots for Second Language Pronunciation Learning · HRI 2023
Collaborative and social computing › interpersonal communication
emotional communication
0.312025
Touched by ChatGPT: Using an LLM to Drive Affective Tactile Interaction · HRI 2025

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

large language model · 2.9affective quality modeling · 2.0SoundAQnet · 2.0chain prompting · 0.9
YearPublicationVenuePosition
2026 Soundscape Captioning Using Sound Affective Quality Network and Large Language Model
abstract
We live in a rich and varied acoustic world, which is experienced by individuals or communities as asoundscape. Computational auditory scene analysis, disentangling acoustic scenes by detecting and classifying events, focuses on objective attributes of sounds, such as their category and temporal characteristics, ignoring their effects on people, such as the emotions they evoke within a context. To fill this gap, we propose the affective soundscape captioning (ASSC) task, which enables automated soundscape analysis, thus avoiding labour-intensive subjective ratings and surveys in conventional methods. With soundscape captioning, context-aware descriptions are generated for soundscape by capturing the acoustic scenes (ASs), audio events (AEs) information, and the corresponding human affective qualities (AQs). To this end, we propose an automatic soundscape captioner (SoundSCaper) system composed of an acoustic model, i.e. SoundAQnet, and a large language model (LLM). SoundAQnet simultaneously models multi-scale information about ASs, AEs, and perceived AQs, while the LLM describes the soundscape with captions by parsing the information captured with SoundAQnet. SoundSCaper is assessed by two juries of 32 people. In expert evaluation, the average score of SoundSCaper-generated captions is slightly lower than that of two soundscape experts on the evaluation set D1 and the external mixed dataset D2, but not statistically significant. In layperson evaluation, SoundSCaper outperforms soundscape experts in several metrics on datasets D1 and D2. In addition to human evaluation, compared to other automated audio captioning (AAC) systems with and without LLM, SoundSCaper performs better on the ASSC task in several natural language processing (NLP) based metrics. Overall, SoundSCaper performs well in human subjective evaluation and various objective captioning metrics, and the generated captions are comparable to those annotated by soundscape experts. The model, source code, LLM scripts, human assessment data, instructions, and evaluation statistics are all publicly available.
Yuanbo Hou, Qiaoqiao Ren, Wenwu Wang 0001, Jian Kang 0002, Tony Belpaeme, Dick Botteldooren
IEEE Trans. Multim.2
2025 Touched by ChatGPT: Using an LLM to Drive Affective Tactile Interaction
abstract
Touch is a fundamental aspect of emotion-rich communication, playing a vital role in human interaction and offering significant potential in human-robot interaction. Previous research has demonstrated that a sparse representation of human touch can effectively convey social tactile signals. However, advances in human-robot tactile interaction remain limited, as many humanoid robots possess simplistic capabilities, such as only opening and closing their hands, restricting nuanced tactile expressions. In this study, we explore how a robot can use sparse representations of tactile vibrations to convey emotions to a person. To achieve this, we developed a wearable sleeve integrated with a$\mathbf{5}\times \mathbf{5}$grid of vibration motors, enabling the robot to communicate diverse tactile emotions and gestures. Using chain prompts within a Large Language Model (LLM), we generated distinct 10-second vibration patterns corresponding to 10 emotions (e.g., happiness, sadness, fear) and 6 touch gestures (e.g., pat, rub, tap). Participants$(N=\mathbf{32})$then rated each vibration stimulus based on perceived valence and arousal. People are accurate at recognising intended emotions, a result which aligns with earlier findings. These results highlight the LLM's ability to generate emotional haptic data and effectively convey emotions through tactile signals. By translating complex emotional and tactile expressions into vibratory patterns, this research demonstrates how LLMs can enhance physical interaction between humans and robots.
Qiaoqiao Ren, Tony Belpaeme
HRI1
2025 Sound-Based Recognition of Touch Gestures and Emotions for Enhanced Human-Robot Interaction
abstract
Emotion recognition and touch gesture decoding are crucial for advancing human-robot interaction (HRI), especially in social environments where emotional cues and tactile perception play important roles. However, many humanoid robots, such as Pepper, Nao, and Furhat, lack full-body tactile skin, limiting their ability to engage in touch-based emotional and gesture interactions. In addition, vision-based emotion recognition methods usually face strict GDPR compliance challenges due to the need to collect personal facial data. To address these limitations and avoid privacy issues, this paper studies the potential of using the sounds produced by touching during HRI to recognise tactile gestures and classify emotions along the arousal and valence dimensions. Using a dataset of tactile gestures and emotional interactions from 28 participants with the humanoid robot Pepper, we design an audio-only lightweight touch gesture and emotion recognition model with only 0.24M parameters, 0.94MB model size, and 0.7G FLOPs. Experimental results show that the proposed model effectively recognises the arousal and valence states of different emotions, as well as various tactile gestures, when the input audio length varies. The proposed model is of low-latency and achieves similar results as well-known pretrained audio neural networks (PANNs), but with much smaller FLOPs, number of parameters, and model size.
Yuanbo Hou, Qiaoqiao Ren, Wenwu Wang 0001, Dick Botteldooren
ICASSP2
2025 Situated Haptic Interaction: Exploring the Role of Context in Affective Perception of Robotic Touch
abstract
Affective interaction is not merely about recognizing emotions; it is an embodied, situated process shaped by context and co-created through interaction. In affective computing, the role of haptic feedback within dynamic emotional exchanges remains underexplored. This study investigates how situational emotional cues influence the perception and interpretation of haptic signals given by a robot. In a controlled experiment, 32 participants watched video scenarios in which a robot experienced either positive actions (such as being kissed), negative actions (such as being slapped) or neutral actions. After each video, the robot conveyed its emotional response through haptic communication, delivered via a wearable vibration sleeve worn by the participant. Participants rated the robot’s emotional state—its valence (positive or negative) and arousal (intensity)—based on the video, the haptic feedback, and the combination of the two. The study reveals a dynamic interplay between visual context and touch. Participants’ interpretation of haptic feedback was strongly shaped by the emotional context of the video, with visual context often overriding the perceived valence of the haptic signal. Negative haptic cues amplified the perceived valence of the interaction, while positive cues softened it. Furthermore, haptics override the participants’ perception of arousal of the video. Together, these results offer insights into how situated haptic feedback can enrich affective human-robot interaction, pointing toward more nuanced and embodied approaches to emotional communication with machines.
Qiaoqiao Ren, Tony Belpaeme
RO-MAN1
2024 Multi-Level Graph Learning For Audio Event Classification And Human-Perceived Annoyance Rating Prediction
abstract
WHO’s report on environmental noise estimates that 22 M people suffer from chronic annoyance related to noise caused by audio events (AEs) from various sources. Annoyance may lead to health issues and adverse effects on metabolic and cognitive systems. In cities, monitoring noise levels does not provide insights into noticeable AEs, let alone their relations to annoyance. To create annoyance-related monitoring, this paper proposes a graph-based model to identify AEs in a sound-scape, and explore relations between diverse AEs and human-perceived annoyance rating (AR). Specifically, this paper proposes a lightweight multi-level graph learning (MLGL) based on local and global semantic graphs to simultaneously perform audio event classification (AEC) and human annoyance rating prediction (ARP). Experiments show that: 1) MLGL with 4.1 M parameters improves AEC and ARP results by using semantic node information in local and global context-aware graphs; 2) MLGL captures relations between coarse-and fine-grained AEs and AR well; 3) Statistical analysis of MLGL results shows that some AEs from different sources significantly correlate with AR, which is consistent with previous research on human perception of these sound sources.
Yuanbo Hou, Qiaoqiao Ren, Siyang Song, Wenwu Wang 0001, Dick Botteldooren
ICASSP2
2023 Limitations of Audiovisual Speech on Robots for Second Language Pronunciation Learning
abstract
The perception of audiovisual speech plays an important role in infants' first language acquisition and continues to be important for language understanding beyond infancy. Beyond that, the perception of speech and congruent lip motion supports language understanding for adults, and it has been suggested that second language learning benefits from audiovisual speech, as it helps learners distinguish speech sounds in the target language. In this paper, we study whether congruent audiovisual speech on a robot facilitates the learning of Japanese pronunciation. 27 native-Dutch speaking participants were trained in Japanese pronunciation by a social robot. The robot demonstrated 30 Japanese words of varying complexity using either congruent audiovisual speech, incongruent visual speech, or computer-generated audiovisual speech. Participants were asked to imitate the robot's pronunciation, recordings of which were rated by native Japanese speakers. Against expectation, the results showed that congruent audiovisual speech resulted in lower pronunciation performance than low-fidelity or incongruent speech. We show that our learners, being native Dutch speakers, are only very weakly sensitive to audiovisual Japanese speech which possibly explains why learning performance does not seem to benefit from audiovisual speech.
Saya Amioka, Ruben Janssens, Pieter Wolfert, Qiaoqiao Ren, María J. Pinto-Bernal, Tony Belpaeme
HRI4
2023 Joint Prediction of Audio Event and Annoyance Rating in an Urban Soundscape by Hierarchical Graph Representation Learning
abstract
Sound events in daily life carry rich information about the objective world. The composition of these sounds affects the mood of people in a soundscape. Most previous approaches only focus on classifying and detecting audio events and scenes, but may ignore their perceptual quality that may impact humans' listening mood for the environment, e.g. annoyance. To this end, this paper proposes a novel hierarchical graph representation learning (HGRL) approach which links objective audio events (AE) with subjective annoyance ratings (AR) of the soundscape perceived by humans. The hierarchical graph consists of fine-grained event (fAE) embeddings with single-class event semantics, coarse-grained event (cAE) embeddings with multi-class event semantics, and AR embeddings. Experiments show the proposed HGRL successfully integrates AE with AR for AEC and ARP tasks, while coordinating the relations between cAE and fAE and further aligning the two different grains of AE information with the AR.
Yuanbo Hou, Siyang Song, Qiaoqiao Ren, Weicheng Xie 0001, Jian Kang 0002, Wenwu Wang 0001, Dick Botteldooren
INTERSPEECH5