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Liping Teng

dblp:218/0618 · DBLP profile ↗
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3ranked-venue papers
0as first author
2since 2021 · last 2026
0000-0003-0236-5268ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 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
Video understanding and tracking · 50% Graph learning · 50%

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

TopicWeightPapersLastEvidence papers
Computer vision › Video understanding and tracking
action recognition
1.012026
Star-Shaped Multi-Person Interaction Graph Model for Group Skeleton-Based Action Recognition · IEEE Trans. Image Process. 2026
Machine learning › Graph learning › graph neural network
graph convolutional network
1.012026
Star-Shaped Multi-Person Interaction Graph Model for Group Skeleton-Based Action Recognition · IEEE Trans. Image Process. 2026
Computer vision › Video understanding and tracking › action recognition
skeleton-based action recognition
1.012026
Star-Shaped Multi-Person Interaction Graph Model for Group Skeleton-Based Action Recognition · IEEE Trans. Image Process. 2026
Machine learning › Graph learning › graph neural network › graph convolutional network
spatial-temporal graph convolution
1.012026
Star-Shaped Multi-Person Interaction Graph Model for Group Skeleton-Based Action Recognition · IEEE Trans. Image Process. 2026

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

data augmentation · 1.0character importance scoring · 1.0
YearPublicationVenuePosition
2026 Bistatic MIMO radar for exact near-field target localization with COLD arrays
Zhenhao Yu, Muran Guo, Hua Chen 0004, Liping Teng, Ye Tian 0014, Ming Jin 0001
Signal Process.4
2026 Star-Shaped Multi-Person Interaction Graph Model for Group Skeleton-Based Action Recognition
abstract
Skeleton-based human action recognition has attracted increasing attention in recent years. However, most existing methods focus on single-person scenarios and struggle with complex behaviors in multi-person groups. In particular, they lack the capability to automatically identify and model core person. To address these challenges, this paper proposes a star-shaped group interaction model for skeleton-based action recognition. Firstly, the character importance scoring system analyzes both individual and group aspects: it evaluates each person's individual importance based on motion intensity and motion complexity, and assesses their significance within the group using centrality and interactivity. This process enables accurate identification of the core person in the video. Secondly, a core-star interaction graph is constructed with the core person as the center node and other individuals as peripheral nodes. The relationships among individuals are categorized into self-connections, centripetal connections, and centrifugal connections. For each type of connection, we design differentiated data augmentation strategies to fully exploit diverse action and interaction features. Finally, the structured skeleton data is fed into the star-shaped spatio-temporal graph convolutional network for efficient feature extraction and action classification. Experiments on several public benchmark datasets demonstrate that our method achieves state-of-the-art performance, achieving accuracies of 79.1%, 96.1%, and 93.1% on the NBA, Volleyball, and Volleyball-weak datasets, respectively.
Hongjun Li 0003, Yuehan Jiang, Liping Teng
IEEE Trans. Image Process.3
2019 A Game Approach for Distributed Channel Selection in UAV Communication Networks
abstract
Due to the low cost, easy deployment and high flexibility, unmanned aerial vehicles (UAVs) have attracted much attention for civil and military applications. In this paper, we investigate the problem of channel selection for multiple UAV clusters where UAVs work cooperatively to accomplish tasks in a large area. Firstly, the problem is formulated as a game model to minimize the aggregate interference and decrease channel switching cost. Secondly, we prove the game is an exact potential game which ensures the existence of Nash equilibrium (NE). Thirdly, we solve the game using a distributed way and propose two learning methods with different update rules. Finally, we verify the optimality of proposed algorithms. Comparing with the traditional baseline scheme, we demonstrate the effectiveness of proposed algorithms.
Na Xing, Qing Wang 0015, Liping Teng
VTC Fall3