Mei Si 0001

dblp:79/5324-1 · DBLP profile ↗
← Back
18ranked-venue papers
10as first author
3since 2021 · last 2024
0000-0001-8642-8806ORCID · verified

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

Human-computer interaction and ubiquitous computing · 16 · 9 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 9 · 5 first-author · 1 since 2021Artificial intelligence and machine learning · 7 · 4 first-author · 1 since 2021Applied, interdisciplinary, general and emerging computing · 3 · 1 first-author · 2 since 2021
YearPublicationVenuePosition
2024 Quantum Exploration-based Reinforcement Learning for Efficient Robot Path Planning in Sparse-Reward Environment
abstract
With the latest developments in sensors, battery, and Artificial Intelligence (AI) technologies, robots can perform missions in unstructured environments (e.g., disaster sites). However, their adaptation speed is still slow due to their limited onboard computing capability and dynamic disruption from environments, leading to inaccurate planning and delayed emergency reactions. Even though reinforcement learning increases robots’ exploration speed by fusing effective guidance, the numerous interactions make the learning time-consuming and even risky (e.g., collisions). To fundamentally improve robot adaptation speed, this work seeks help from quantum power. A novel Quantum Exploration based Dreamer model (QED) was developed to facilitate reinforcement learning explorations. QED based on stochastic quantum walker quickly explores environments, evaluates action quality, and obtains a global optimal exploration strategy; then, these high-quality exploration samples will be used to facilitate reinforcement learning speed. A theoretical benefit of QED is facilitating reinforcement learning speed without changing the underlying learning architecture, which makes the proposed QED applicable to general robot learning scenarios. To validate QED effectiveness, a robot path-planning task in an obstacle-dense environment was designed. The number of needed training episodes validated the effectiveness. The results show that QED achieves around ten times faster policy learning compared with Monte Carlo tree-based reinforcement learning methods and vanilla reinforcement learning methods.
Yibei Guo, Zhihui Zhu, Mei Si 0001, Daniel Blankenberg
RO-MAN4
2023 Self-Attention for Visual Reinforcement Learning
abstract
Reinforcement learning has been extensively applied to playing video games that involve visual observations, using convolutional neural networks (CNNs) to process the image input. Recent research has demonstrated that attention mechanisms in neural networks can be highly effective in various tasks, although their potential for visual reinforcement learning has not been fully explored.This study explores three approaches to incorporating attention into reinforcement learning. The first approach is to add self-attention to the later dense layers of the CNN. The second approach involves using a convolutional self-attention module within the convolutional layers of the network. The third approach incorporates self-attention with a large kernel convolution within the convolutional layers.To assess the efficacy of the proposed approaches, we conducted a comparative analysis of their performance against a baseline CNN feature extractor for a Proximal Policy Optimization (PPO) agent across multiple image-based Atari environments. Our findings suggest that attention mechanisms can be advantageous in scenarios where the PPO agent needs to adapt to minor environmental fluctuations. However, in games with fixed setups, baseline PPO tends to outperform the variations with the attention mechanism.
Zachary Fernandes, Ethan Joseph, Dean Vogel, Mei Si 0001
CoG4
2021 CureQuest: A Digital Game for New Drug Discovery
abstract
Cure Quest is an educational adventure game about Clinical Translational Therapeutics, the process of discovery and development of new medical treatments, drugs, devices, and therapies. The game is being developed through collaboration between faculty and students from a game design program and those from a medical school to raise awareness and improve collaboration in the “bench to bedside” process. Cure Quest aims to address this gap, first with medical students and ultimately for a general audience, with a game that instills wonder and inspires players with drug discovery challenges. In addition to the game's impact when completed, the development process itself presents a novel case study of integrating the interdisciplinary fields of game development and “team science.” We present the current version of the game in development, the unique design challenges presented by the project, and the evolution of our collaborative process.
Ben Chang, Janice Gabrilove, Shawn Lawson, Kathleen Ruiz, Mei Si 0001
iLRN5
2019 Facilitating Information Exploration of Archival Library Materials Through Multi-modal Storytelling
Zev Battad, Andrew C. White, Mei Si 0001
ICIDS3
2018 Apply Storytelling Techniques for Describing Time-Series Data
Zev Battad, Mei Si 0001
ICIDS2
2016 Intertwined Storylines with Anchor Points
Mei Si 0001, Zev Battad, Craig Carlson
ICIDS1
2016 Using Multiple Storylines for Presenting Large Information Networks
Zev Battad, Mei Si 0001
IVA2
2015 Tell a Story About Anything
Mei Si 0001
ICIDS1
2013 The Role of Gender and Age on User Preferences in Narrative Experiences
Michael Garber-Barron, Mei Si 0001
ICIDS2
2012 Using body movement and posture for emotion detection in non-acted scenarios
abstract
In this paper, we explored the use of features that represent body posture and movement for automatically detecting people's emotions in non-acted standing scenarios. We focused on four emotions that are often observed when people are playing video games: triumph, frustration, defeat, and concentration. The dataset consists of recordings of the rotation angles of the player's joints while playing Wii sports games. We applied various machine learning techniques and bagged them for prediction. When body pose and movement features are used we can reach an overall accuracy of 66.5% for differentiating between these four emotions. In contrast, when using the raw joint rotations, limb rotation movement, or posture features alone, we were only able to achieve accuracy rates of 59%, 61%, and 62% respectively. Our results suggest that features representing changes in body posture can yield improved classification rates over using static postures or joint information alone.
Michael Garber-Barron, Mei Si 0001
FUZZ-IEEE2
2010 Interactive Stories for Health Interventions
Mei Si 0001, Stacy Marsella, Lynn C. Miller
ICIDS1
2010 Importance of Well-Motivated Characters in Interactive Narratives: An Empirical Evaluation
Mei Si 0001, Stacy Marsella, David V. Pynadath
ICIDS1
2010 Modeling appraisal in theory of mind reasoning
Mei Si 0001, Stacy Marsella, David V. Pynadath
Auton. Agents Multi Agent Syst.1
2009 Directorial Control in a Decision-Theoretic Framework for Interactive Narrative
Mei Si 0001, Stacy Marsella, David V. Pynadath
ICIDS1
2008 Modeling Appraisal in Theory of Mind Reasoning
Mei Si 0001, Stacy Marsella, David V. Pynadath
IVA1
2007 Proactive Authoring for Interactive Drama: An Author's Assistant
Mei Si 0001, Stacy Marsella, David V. Pynadath
IVA1
2006 Thespian: Modeling Socially Normative Behavior in a Decision-Theoretic Framework
Mei Si 0001, Stacy Marsella, David V. Pynadath
IVA1
2005 THESPIAN: An Architecture for Interactive Pedagogical Drama
Mei Si 0001, Stacy Marsella, David V. Pynadath
AIED1