Yinsheng Zhou

dblp:80/7457 · DBLP profile ↗
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8ranked-venue papers
6as first author
2since 2021 · last 2024
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 4 · 4 first-authorApplied, interdisciplinary, general and emerging computing · 2 · 1 first-author · 1 since 2021Databases, data management, data science and information retrieval · 1 · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 first-author

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.

Interdisciplinary, comprehensive, and emerging computing
1 paper
Bioinformatics and computational biology · 100%
Human-computer interaction and pervasive computing
5 papers
Learning and educational technologies · 34% Health and well-being technologies · 26% Collaborative and social computing · 22%
Computer graphics and multimedia
2 papers
Audio and music processing · 69% Virtual and augmented reality · 31%

Topics — the 13 heaviest of 15, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Bioinformatics and computational biology
genomics
0.412019
CSHAP: efficient haplotype frequency estimation based on sparse representation · Bioinform. 2019
Bioinformatics and computational biology › population genetics › population parameter estimation
haplotype frequency estimation
0.412019
CSHAP: efficient haplotype frequency estimation based on sparse representation · Bioinform. 2019
Bioinformatics and computational biology
sparse coding
0.412019
CSHAP: efficient haplotype frequency estimation based on sparse representation · Bioinform. 2019
Learning and educational technologies
educational games
0.112012
MOGAT: mobile games with auditory training for children with cochlear implants · ACM Multimedia 2012
Games and playful interaction
serious games
0.112012
MOGAT: a cloud-based mobile game system with auditory training for children with cochlear implants · ACM Multimedia 2012
Learning and educational technologies
music education
0.112011
MOGCLASS: evaluation of a collaborative system of mobile devices for classroom music education of young children · CHI 2011
Collaborative and social computing › collaborative learning
computer-supported collaborative learning
0.112010
MOGCLASS: a collaborative system of mobile devices forclassroom music education · ACM Multimedia 2010
Learning and educational technologies › music education
music education technology
0.112010
MOGCLASS: a collaborative system of mobile devices forclassroom music education · ACM Multimedia 2010
Audio and music processing
music creation
0.112009
MOGFUN: musical mObile group for FUN · ACM Multimedia 2009
Collaborative and social computing › creative collaboration
music co-creation
0.112009
MOGFUN: musical mObile group for FUN · ACM Multimedia 2009
Ubiquitous computing and smart environments › mobile computing
mobile devices
0.122010
MOGCLASS: a collaborative system of mobile devices forclassroom music education · ACM Multimedia 2010
MOGFUN: musical mObile group for FUN · ACM Multimedia 2009
Virtual and augmented reality › auditory perception › psychoacoustics
music perception
0.012012
MOGAT: mobile games with auditory training for children with cochlear implants · ACM Multimedia 2012
Collaborative and social computing › collaborative learning
classroom collaboration
0.012011
MOGCLASS: evaluation of a collaborative system of mobile devices for classroom music education of young children · CHI 2011

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

maximum likelihood estimation · 0.4compressive sensing · 0.4mobile games · 0.3mobile game design · 0.3cloud-based web service · 0.3cloud web service · 0.3audio analysis · 0.3real-time sound synthesis · 0.2user-centered design · 0.1fieldwork · 0.1user study · 0.1mobile application design · 0.1wireless LAN networking · 0.1
YearPublicationVenuePosition
2024 MNCD-KE: a novel framework for simultaneous attribute- and interaction-based geographical regionalization
abstract
Existing regionalization methods tend to be either spatial attribute- or spatial interaction-based, while real-world tasks usually involve both considerations to satisfy multiple objectives simultaneously. In this research, we propose Multilayer Network Community Detection and Kernel Extension (MNCD-KE), a two-step regionalization framework, as a feasible solution for such tasks. First, spatial attributes are embedded into attributes of nodes in a spatial interaction-defined multilayer network, and the kernel and marginal parts of the regions are determined by giving the membership value of the regionalization units to network communities. Second, the final result is obtained through a kernel extension process considering geographical constraints, including spatial contiguity, size balance, morphological regularity, and existing boundary consistency of the regions. Empirical experiments show that the proposed method yields outcomes that, in maintaining comparable performances with most baseline algorithms with either ‘attribute’ or ‘interaction’ objectives as measured by the respective criteria, simultaneously meet the dual objectives with results intuitively comprehensible. Its low computing costs and parameter adjustment flexibility make the proposed framework a convenient approach for real-world multi-objective regionalization tasks. We conclude the research with discussions on the boundary conditions for the framework to work and their relevance to city science theories, along with practical implications.
Liyan Xu, Jintong Tang, Hezhishi Jiang, Yinsheng Zhou, Yu Liu 0003
Int. J. Geogr. Inf. Sci.6
2021 SCEBE: an efficient and scalable algorithm for genome-wide association studies on longitudinal outcomes with mixed-effects modeling
abstract
Genome-wide association studies (GWAS) using longitudinal phenotypes collected over time is appealing due to the improvement of power. However, computation burden has been a challenge because of the complex algorithms for modeling the longitudinal data. Approximation methods based on empirical Bayesian estimates (EBEs) from mixed-effects modeling have been developed to expedite the analysis. However, our analysis demonstrated that bias in both association test and estimation for the existing EBE-based methods remains an issue. We propose an incredibly fast and unbiased method (simultaneous correction for EBE, SCEBE) that can correct the bias in the naive EBE approach and provide unbiased P-values and estimates of effect size. Through application to Alzheimer's Disease Neuroimaging Initiative data with 6 414 695 single nucleotide polymorphisms, we demonstrated that SCEBE can efficiently perform large-scale GWAS with longitudinal outcomes, providing nearly 10 000 times improvement of computational efficiency and shortening the computation time from months to minutes. The SCEBE package and the example datasets are available at https://github.com/Myuan2019/SCEBE.
Xu Steven 0001, Yaning Yang, Yinsheng Zhou, Jinfeng Xu 0001, Jose Pinheiro
Briefings Bioinform.4
2019 CSHAP: efficient haplotype frequency estimation based on sparse representation
abstract
MOTIVATION: Estimating haplotype frequencies from genotype data plays an important role in genetic analysis. In silico methods are usually computationally involved since phase information is not available. Due to tight linkage disequilibrium and low recombination rates, the number of haplotypes observed in human populations is far less than all the possibilities. This motivates us to solve the estimation problem by maximizing the sparsity of existing haplotypes. Here, we propose a new algorithm by applying the compressive sensing (CS) theory in the field of signal processing, compressive sensing haplotype inference (CSHAP), to solve the sparse representation of haplotype frequencies based on allele frequencies and between-allele co-variances. RESULTS: Our proposed approach can handle both individual genotype data and pooled DNA data with hundreds of loci. The CSHAP exhibits the same accuracy compared with the state-of-the-art methods, but runs several orders of magnitude faster. CSHAP can also handle with missing genotype data imputations efficiently. AVAILABILITY AND IMPLEMENTATION: The CSHAP is implemented in R, the source code and the testing datasets are available at http://home.ustc.edu.cn/∼zhouys/CSHAP/. SUPPLEMENTARY INFORMATION: Supplementary data are available at Bioinformatics online.
Yinsheng Zhou, Han Zhang 0003, Yaning Yang
Bioinform.1
2012 MOGAT: a cloud-based mobile game system with auditory training for children with cochlear implants
abstract
Musical auditory habilitation is an essential process in adapting cochlear implant recipients to the musical hearing context provided by cochlear implants. However, due to the cost and time limitation, it is impossible for hearing healthcare professionals to provide intensive and extensive musical auditory habilitation for every cochlear implant recipient. In order to provide an efficient and cost-effective musical auditory training for children with cochlear implants, we designed and developed MObile Games with Auditory Training (MOGAT) on off-the-shelf mobile devices. MOGAT includes three intuitive and interesting mobile games for training pitch perception and production, and a cloud-based web service for music therapists to support and evaluate individual habilitation. We demonstrate MOGAT for enhancing musical habilitation for children with cochlear implants.
Yinsheng Zhou, Toni-Jan Keith Palma Monserrat, Ye Wang 0007
ACM Multimedia1
2012 MOGAT: mobile games with auditory training for children with cochlear implants
abstract
Cochlear implants have improved the lives of tens of thousands of the hearing impaired by providing sufficient auditory perception for speech, but these devices are far from satisfactory for music perception. Many cochlear implant recipients, especially pre-lingually deafened children, have difficulty recognizing and producing specific pitches. To improve musical auditory habilitation for children post cochlear implantation, we developed MOGAT: MObile Games with Auditory Training. The system includes three musical games built with off-the-shelf mobile devices to train their pitch perception and intonation skills respectively, and a cloud-based web service which allows music therapists to monitor and design individual training for children. The design of the games and web service was informed by a pilot survey (N=60 children). To ensure widespread use with low-cost mobile devices, we minimized the computation load while retaining highly accurate audio analysis. A 6-week user study (N=15 children) showed that the music habilitation with MOGAT was intuitive, enjoyable and motivating. It has improved most children's pitch discrimination and production, and several children's improvement was statistically significant (p<0.05).
Yinsheng Zhou, Khe Chai Sim, Patsy Tan, Ye Wang 0007
ACM Multimedia1
2011 MOGCLASS: evaluation of a collaborative system of mobile devices for classroom music education of young children
abstract
Composition, listening, and performance are essential activities in classroom music education, yet conventional music classes impose unnecessary limitations on students' ability to develop these skills. Based on in-depth fieldwork and a user-centered design approach, we created MOGCLASS, a multimodal collaborative music environment that enhances students' musical experience and improves teachers' management of the classroom.
Yinsheng Zhou, Graham Percival, Xinxi Wang, Ye Wang 0007, Shengdong Zhao 0001
CHI1
2010 MOGCLASS: a collaborative system of mobile devices forclassroom music education
abstract
We introduce MOGCLASS: a system of networked mobile devices to amplify and extend children's capabilities to perceive, perform and produce music collaboratively in classroom context. MOGCLASS includes various features for students to enhance their motivation, interest, and collaboration in music class. It provides a wide-ranging palette of easy-to-use musical instruments for students to choose from, and supports both collaborative silent practice with headphones, and collaborative performance with loudspeakers. To facilitate classroom management, the teacher's interface is used to control students' activities. Our evaluation results indicate that MOGCLASS is effective in increasing students' motivation in learning music and in supporting teachers' classroom management
Yinsheng Zhou, Graham Percival, Xinxi Wang, Ye Wang 0007, Shengdong Zhao 0001
ACM Multimedia1
2009 MOGFUN: musical mObile group for FUN
abstract
The computational power and sensory capabilities of mobile devices are increasing dramatically these days, rendering them suitable for real-time sound synthesis and various musical expressions. In this paper, we demonstrate a novel mobile music making system which leverages the ubiquity, ultra-mobility, and multi-modality of mobile devices (iPod touch) for people to create and compose music collaboratively. Unlike the conventional music making applications which generate the music on a single mobile device with a preset sound and interface, our system allows several players in a group to be connected together through wireless LAN network, creating music with different sounds and interfaces. Finally, the performance can be recorded as a single music file and played back in the future. The paper also shows some application scenarios for this collaborative music making system in future research.
Yinsheng Zhou, Dillion Tan, Graham Percival, Ye Wang 0007
ACM Multimedia1