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Shu-Guang Kuai

dblp:247/1916 · DBLP profile ↗
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7ranked-venue papers
0as first author
7since 2021 · last 2026
—ORCID · conflict

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

Artificial intelligence and machine learning · 5 · 5 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 since 2021Human-computer interaction and ubiquitous computing · 2 · 2 since 2021Applied, interdisciplinary, general and emerging computing · 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
2 papers
Robot navigation and mapping · 30% Motion planning and robot control · 30% Face, body and person analysis · 26%
Human-computer interaction and pervasive computing
1 paper
Human-AI interaction · 56% Human-robot interaction · 44%

Topics — the 9 heaviest of 10, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Robotics › Motion planning and robot control › robot learning › robotic reinforcement learning
reinforcement learning for robot control
1.012026
RLSLM: A Hybrid Framework Combining Reinforcement Learning and a Rule-based Social Locomotion Model for Socially-aware Navigation · AAAI 2026
Robotics › Motion planning and robot control
robot control
1.012026
RLSLM: A Hybrid Framework Combining Reinforcement Learning and a Rule-based Social Locomotion Model for Socially-aware Navigation · AAAI 2026
Robotics › Robot navigation and mapping › social navigation
socially-aware navigation
1.012026
RLSLM: A Hybrid Framework Combining Reinforcement Learning and a Rule-based Social Locomotion Model for Socially-aware Navigation · AAAI 2026
Robotics › Robot navigation and mapping
social navigation
1.012026
RLSLM: A Hybrid Framework Combining Reinforcement Learning and a Rule-based Social Locomotion Model for Socially-aware Navigation · AAAI 2026
Human-robot interaction › feedback
affective feedback
1.012026
Designing Emotion Feedback for Embodied Virtual Agents: A Continuous Emotional Intensity Model · CHI 2026
Human-AI interaction › virtual agents
embodied virtual agents
1.012026
Designing Emotion Feedback for Embodied Virtual Agents: A Continuous Emotional Intensity Model · CHI 2026
Computer vision › Face, body and person analysis
human pose analysis
0.912025
Pose as a Modality: A Psychology-Inspired Network for Personality Recognition with a New Multimodal Dataset · AAAI 2025
Computer vision › Face, body and person analysis › personality assessment
multimodal personality recognition
0.912025
Pose as a Modality: A Psychology-Inspired Network for Personality Recognition with a New Multimodal Dataset · AAAI 2025
Natural language and speech › Information extraction and text analysis › user profiling
personality recognition
0.912025
Pose as a Modality: A Psychology-Inspired Network for Personality Recognition with a New Multimodal Dataset · AAAI 2025

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

rule-based social locomotion model · 1.0reinforcement learning · 1.0continuous emotional intensity model · 1.0vision mamba · 0.9psychology-informed loss · 0.9multimodal feature interaction · 0.9
YearPublicationVenuePosition
2026 RLSLM: A Hybrid Framework Combining Reinforcement Learning and a Rule-based Social Locomotion Model for Socially-aware Navigation
abstract
Navigating human-populated environments without causing discomfort is a critical capability for socially-aware agents. While rule-based approaches offer interpretability through predefined psychological principles, they often lack generalizability and flexibility. Conversely, data-driven methods can learn complex behaviors from large-scale datasets, but are typically inefficient, opaque, and difficult to align with human intuitions. To bridge this gap, we propose RLSLM, a hybrid Reinforcement Learning framework that integrates a rule-based Social Locomotion Model, grounded in empirical behavioral experiments, into the reward function of a reinforcement learning framework. The social locomotion model generates an orientation-sensitive social comfort field that quantifies human comfort across space, enabling socially aligned navigation policies with minimal training. RLSLM then jointly optimizes mechanical energy and social comfort, allowing agents to avoid intrusions into personal or group space. A human-agent interaction experiment using an immersive VR-based setup demonstrates that RLSLM outperforms state-of-the-art rule-based models in user experience. Ablation and sensitivity analyses further show the model’s significantly improved interpretability over conventional data-driven methods. This work presents a scalable, human-centered methodology that effectively integrates cognitive science and machine learning for real-world social navigation.
Yitian Kou, Yihe Gu, Dandan Zhu 0001, Shu-Guang Kuai
AAAI5
2026 Designing Emotion Feedback for Embodied Virtual Agents: A Continuous Emotional Intensity Model
Zewen Jiang, Shu-Guang Kuai, Cheng-Long Deng
CHI2
2026 An integration framework for gait-emotion recognition: Combining cognitive insights with neural networks
Yiyang Wu, Xuechen Yu, Shu-Guang Kuai
Eng. Appl. Artif. Intell.4
2025 Pose as a Modality: A Psychology-Inspired Network for Personality Recognition with a New Multimodal Dataset
abstract
In recent years, predicting Big Five personality traits from multimodal data has received significant attention in artificial intelligence (AI). However, existing computational models often fail to achieve satisfactory performance. Psychological research has shown a strong correlation between pose and personality traits, yet previous research has largely ignored pose data in computational models. To address this gap, we develop a novel multimodal dataset that incorporates full-body pose data. The dataset includes video recordings of 287 participants completing a virtual interview with 36 questions, along with self-reported Big Five personality scores as labels. To effectively utilize this multimodal data, we introduce the Psychology-Inspired Network (PINet), which consists of three key modules: Multimodal Feature Awareness (MFA), Multimodal Feature Interaction (MFI), and Psychology-Informed Modality Correlation Loss (PIMC Loss). The MFA module leverages the Vision Mamba Block to capture comprehensive visual features related to personality, while the MFI module efficiently fuses the multimodal features. The PIMC Loss, grounded in psychological theory, guides the model to emphasize different modalities for different personality dimensions. Experimental results show that the PINet outperforms several state-of-the-art baseline models. Furthermore, the three modules of PINet contribute almost equally to the model’s overall performance. Incorporating pose data significantly enhances the model’s performance, with the pose modality ranking mid-level in importance among the five modalities. These findings address the existing gap in personality-related datasets that lack full-body pose data and provide a new approach for improving the accuracy of personality prediction models, highlighting the importance of integrating psychological insights into AI frameworks.
Bin Tang 0010, Keqi Pan, Miao Zheng, Jialu Sui, Dandan Zhu 0001, Cheng-Long Deng, Shu-Guang Kuai
AAAI8
2025 Quantifying Recursive Mentalizing Depth for Social Navigation
Ming-Cheng Miao, Shuye Chen, Yihe Gu, Shu-Guang Kuai
CogSci6
2025 The Influence of Indirect Social Relationships on Human Social Navigation
Ming-Cheng Miao, Shuye Chen, Yihe Gu, Shu-Guang Kuai
CogSci6
2024 Dual-Gain Mode of Head-Gaze Interaction Improves the Efficiency of Object Positioning in a 3D Virtual Environment
abstract
Head-gaze interaction is an integral mode of interaction in virtual reality (VR) applications, demonstrating high precision in fine manipulation tasks but low efficiency in large-scale object movements. To enhance the efficiency of head-gaze interaction, this study adjusted the control-display gain to compensate for the weaknesses of head-gaze interaction in a long-distance object-positioning task. We investigated the effect of the control-display gain of head-gaze interaction on movement time (MT) using a cohort of participants (n = 24) to perform experiments. The results showed that the MT first decreased as the gain increased from 1 to 1.5 and then increased afterwards. Further analysis showed that a high gain improved the interaction efficiency in the ballistic phase, but reduced the interaction efficiency in the corrective phase. To be able to obtain higher efficiency of interaction, we designed a dual-gain mode which set different gains in the ballistic and corrective phases. Evaluated using an additional experimental cohort (n = 24), our results showed that the dual-gain mode was more efficient than the mono-gain mode. Moreover, the dual-gain mode with optimal gains did not induce a more serious perception of inconsistency, confusion, nonacceptance and motion sickness, while it had a tendency to reduce the total workload compared to the interaction with normal gain. Our findings provide potential valuable design insights and guidance contributing to improving the efficiency of head-gaze interaction in virtual spaces.
Cheng-Long Deng, Chu Zhou, Shu-Guang Kuai
Int. J. Hum. Comput. Interact.4