Demo Data from EDBT 2026 / reviewers in the wild / expert
Yuhang Wen 0001
dblp:304/1491-1
· DBLP profile ↗
6ranked-venue papers
3as first author
6since 2021 · last 2026
0000-0001-6644-4075ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 3 · 2 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-author · 3 since 2021Systems, architecture and hardware · 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.
| Artificial intelligence
4 papers |
Video understanding and tracking · 38% Face, body and person analysis · 25% 3D vision · 17% |
Topics — the 8 heaviest of 10, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer vision › Video understanding and tracking
action recognition |
0.8 | 1 | 2024 | CHASE: Learning Convex Hull Adaptive Shift for Skeleton-based Multi-Entity Action Recognition · NeurIPS 2024 |
Machine learning › Generative modeling › face synthesis
facial micro-expression generation |
0.8 | 1 | 2024 | Facial Prior Guided Micro-Expression Generation · IEEE Trans. Image Process. 2024 |
Computer vision › Video understanding and tracking › action recognition
skeleton-based action recognition |
0.8 | 1 | 2024 | CHASE: Learning Convex Hull Adaptive Shift for Skeleton-based Multi-Entity Action Recognition · NeurIPS 2024 |
Computer vision › Video understanding and tracking › motion analysis › motion modeling
motion model |
0.5 | 1 | 2021 | Facial Prior Based First Order Motion Model for Micro-expression Generation · ACM Multimedia 2021 |
Computer vision › Video understanding and tracking › action recognition › human action recognition
human interaction recognition |
0.3 | 1 | 2026 | STAR: Skeletal Token Alignment and Rearrangement for Interaction Recognition · IEEE Trans. Multim. 2026 |
Machine learning › Trustworthy machine learning
fairness |
0.2 | 1 | 2024 | CHASE: Learning Convex Hull Adaptive Shift for Skeleton-based Multi-Entity Action Recognition · NeurIPS 2024 |
Computer vision › Face, body and person analysis › facial expression analysis › facial expression recognition
micro-expression recognition |
0.2 | 1 | 2024 | Facial Prior Guided Micro-Expression Generation · IEEE Trans. Image Process. 2024 |
Machine learning › Deep learning architectures and training
normalization |
0.2 | 1 | 2024 | CHASE: Learning Convex Hull Adaptive Shift for Skeleton-based Multi-Entity Action Recognition · NeurIPS 2024 |
Methods — techniques the papers use, named apart from their topics
facial prior · 1.3visual interaction encoding · 1.0skeleton encoder · 1.0contrastive learning · 1.0maximum mean discrepancy · 0.8landmark estimation · 0.8image animation · 0.8convex hull adaptive shift · 0.8first order motion model · 0.5affine transformation · 0.5
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | STAR: Skeletal Token Alignment and Rearrangement for Interaction RecognitionabstractUnderstanding physical human-robot and human-human interactions is a challenging yet emerging topic in 3D vision. While most existing methods rely on skeleton sequences-effective in low-light and privacy-sensitive environments-they face two major challenges: 1) learning and effectively exploiting interaction cues from skeletal data, and 2) compensating for the lack of visual information absent in skeletons alone. To address these challenges, we propose skeletal token alignment and rearrangement (STAR) for human-robot and human-human interaction recognition. It learns interaction-specific skeleton features and enriches them using visual cues by aligning skeleton and RGB video representations in a shared latent space. Specifically, STAR consists of three key components. First, we design a skeleton encoder that captures fine-grained interdependencies using Entity Rearrangement (ER) and Interactive Spatiotemporal Tokens (ISTs). Second, we present Visual Interaction Encoding that introduces a Focus on Interactions (FoI) strategy to attend to spatiotemporal regions relevant to interactions in RGB videos. Finally, these representations are aligned via a contrastive learning objective, with a refinement head further refines predictions. During training, STAR leverages both skeleton and RGB video data to learn robust, discriminative interaction representations. At inference time, it operates on skeletons alone, retaining visual-informed benefits while preserving skeleton-only efficiency. Extensive experiments on Chico, HARPER, NTU Mutual 11 and 26 datasets consistently validate our approach by demonstrating superior performance over state-of-the-art methods. Our code is publicly available athttps://github.com/Necolizer/STAR. Yuhang Wen 0001, Mengyuan Liu 0001, Zixuan Tang, Junsong Yuan 0001, Beichen Ding |
IEEE Trans. Multim. | 1 |
| 2025 | Surfer: A World Model-Based Framework for Vision-Language Robot ManipulationabstractConsidering how to make the model accurately understand and follow natural language instructions and perform actions consistent with world knowledge is a key challenge in robot manipulation. This mainly includes human fuzzy instruction reasoning and the following of physical knowledge. Therefore, the embodied intelligence agent must have the ability to model world knowledge from training data. However, most existing vision and language robot manipulation methods mainly operate in less realistic simulators and language settings and lack explicit modeling of world knowledge. To bridge this gap, we introduce a novel and simple robot manipulation framework, called Surfer. It is based on the world model, treats robot manipulation as a state transfer of the visual scene, and decouples it into two parts: action and scene. Then, the generalization ability of the model on new instructions and new scenes is enhanced by explicit modeling of the action and scene prediction in multimodal information. In addition, we built a robot manipulation simulation platform that supports physics execution based on the MuJoCo physics engine. It can automatically generate demonstration training data and test data, effectively reducing labor costs. To conduct a comprehensive and systematic evaluation of the visual-language understanding and physical execution of the manipulation model, we also created a robotic manipulation benchmark with different difficulty levels, called SeaWave. It contains four visual-language manipulation tasks of different difficulty levels and can provide a standardized testing platform for embedded AI agents in multimodal environments. Overall, we hope Surfer can freely surf in the robot's SeaWave benchmark. Extensive experiments show that Surfer consistently outperforms all baselines significantly in all manipulation tasks. On average, Surfer achieved a success rate of 54.74% on the defined four levels of manipulation tasks, exceeding the best baseline performance of 51.07%. The simulator, code, and benchmarks are released at https://pzhren.github.io/Surfer. Pengzhen Ren, Kaidong Zhang, Hetao Zheng, Yuhang Wen 0001, Fengda Zhu, Shikui Ma, Xiaodan Liang |
IEEE Trans. Neural Networks Learn. Syst. | 5 |
| 2024 | CHASE: Learning Convex Hull Adaptive Shift for Skeleton-based Multi-Entity Action RecognitionabstractSkeleton-based multi-entity action recognition is a challenging task aiming to identify interactive actions or group activities involving multiple diverse entities. Existing models for individuals often fall short in this task due to the inherent distribution discrepancies among entity skeletons, leading to suboptimal backbone optimization. To this end, we introduce a Convex Hull Adaptive Shift based multi-Entity action recognition method (CHASE), which mitigates inter-entity distribution gaps and unbiases subsequent backbones. Specifically, CHASE comprises a learnable parameterized network and an auxiliary objective. The parameterized network achieves plausible, sample-adaptive repositioning of skeleton sequences through two key components. First, the Implicit Convex Hull Constrained Adaptive Shift ensures that the new origin of the coordinate system is within the skeleton convex hull. Second, the Coefficient Learning Block provides a lightweight parameterization of the mapping from skeleton sequences to their specific coefficients in convex combinations. Moreover, to guide the optimization of this network for discrepancy minimization, we propose the Mini-batch Pair-wise Maximum Mean Discrepancy as the additional objective. CHASE operates as a sample-adaptive normalization method to mitigate inter-entity distribution discrepancies, thereby reducing data bias and improving the subsequent classifier's multi-entity action recognition performance. Extensive experiments on six datasets, including NTU Mutual 11/26, H2O, Assembly101, Collective Activity and Volleyball, consistently verify our approach by seamlessly adapting to single-entity backbones and boosting their performance in multi-entity scenarios. Our code is publicly available at https://github.com/Necolizer/CHASE . Yuhang Wen 0001, Mengyuan Liu 0001, Songtao Wu, Beichen Ding |
NeurIPS | 1 |
| 2024 | Facial Prior Guided Micro-Expression GenerationabstractThis paper focuses on the facial micro-expression (FME) generation task, which has potential application in enlarging digital FME datasets, thereby alleviating the lack of training data with labels in existing micro-expression datasets. Despite obvious progress in the image animation task, FME generation remains challenging because existing image animation methods can hardly encode subtle and short-term facial motion information. To this end, we present a facial-prior-guided FME generation framework that takes advantage of facial priors for facial motion generation. Specifically, we first estimate the geometric locations of action units (AUs) with detected facial landmarks. We further calculate an adaptive weighted prior (AWP) map, which alleviates the estimation error of AUs while efficiently capturing subtle facial motion patterns. To achieve smooth and realistic synthesis results, we use our proposed facial prior module to guide motion representation and generation modules in mainstream image animation frameworks. Extensive experiments on three benchmark datasets consistently show that our proposed facial prior module can be adopted in image animation frameworks and significantly improve their performance on micro-expression generation. Moreover, we use the generation technique to enlarge existing datasets, thereby improving the performance of general action recognition backbones on the FME recognition task. Our code is available at https://github.com/sysu19351158/FPB-FOMM. Xinhua Xu, Youjun Zhao, Yuhang Wen 0001, Zixuan Tang, Mengyuan Liu 0001 |
IEEE Trans. Image Process. | 4 |
| 2023 | Interactive Spatiotemporal Token Attention Network for Skeleton-Based General Interactive Action RecognitionabstractRecognizing interactive action plays an important role in human-robot interaction and collaboration. Previous methods use late fusion and co-attention mechanism to capture interactive relations, which have limited learning capability or inefficiency to adapt to more interacting entities. With assumption that priors of each entity are already known, they also lack evaluations on a more general setting addressing the diversity of subjects. To address these problems, we propose an Interactive Spatiotemporal Token Attention Network (ISTA-Net), which simultaneously model spatial, temporal, and interactive relations. Specifically, our network contains a tokenizer to partition Interactive Spatiotemporal Tokens (ISTs), which is a unified way to represent motions of multiple diverse entities. By extending the entity dimension, ISTs provide better interactive representations. To jointly learn along three dimensions in ISTs, multi-head self-attention blocks integrated with 3D convolutions are designed to capture inter-token correlations. When modeling correlations, a strict entity ordering is usually irrelevant for recognizing interactive actions. To this end, Entity Rearrangement is proposed to eliminate the orderliness in ISTs for interchangeable entities. Extensive experiments on four datasets verify the effectiveness of ISTA-Net by outperforming state-of-the-art methods. Our code is publicly available at https://github.com/Necolizer/ISTA-Net. Yuhang Wen 0001, Zixuan Tang, Yunsheng Pang, Beichen Ding, Mengyuan Liu 0001 |
IROS | 1 |
| 2021 | Facial Prior Based First Order Motion Model for Micro-expression GenerationabstractSpotting facial micro-expression from videos finds various potential applications in fields including clinical diagnosis and interrogation, meanwhile this task is still difficult due to the limited scale of training data. To solve this problem, this paper tries to formulate a new task called micro-expression generation and then presents a strong baseline which combines the first order motion model with facial prior knowledge. Given a target face, we intend to drive the face to generate micro-expression videos according to the motion patterns of source videos. Specifically, our new model involves three modules. First, we extract facial prior features from a region focusing module. Second, we estimate facial motion using key points and local affine transformations with a motion prediction module. Third, expression generation module is used to drive the target face to generate videos. We train our model on public CASME II, SAMM and SMIC datasets and then use the model to generate new micro-expression videos for evaluation. Our model achieves the first place in the Facial Micro-Expression Challenge 2021 (MEGC2021), where our superior performance is verified by three experts with Facial Action Coding System certification. Source code is provided in https://github.com/Necolizer/Facial-Prior-Based-FOMM. Youjun Zhao, Yuhang Wen 0001, Zixuan Tang, Xinhua Xu, Mengyuan Liu 0001 |
ACM Multimedia | 3 |