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Mingyang Su

dblp:306/5096 · DBLP profile ↗
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5ranked-venue papers
1as first author
5since 2021 · last 2025
0009-0006-3281-7594ORCID · reported

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

Graphics, computer vision, multimedia, augmented reality and games · 4 · 1 first-author · 4 since 2021Artificial intelligence and machine learning · 2 · 2 since 2021Human-computer interaction and ubiquitous computing · 1 · 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.

Computer graphics and multimedia
2 papers
Computer animation and physical simulation · 60% Audio and music processing · 32% Multimedia analysis and retrieval · 8%
Artificial intelligence
2 papers
Generative modeling · 90% Video understanding and tracking · 10%
Human-computer interaction and pervasive computing
2 papers
Human-AI interaction · 77% Collaborative and social computing · 12% Accessibility and assistive technology · 12%

Topics — the 9 heaviest of 11, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Generative modeling
generative model
0.812024
EMAGE: Towards Unified Holistic Co-Speech Gesture Generation via Expressive Masked Audio Gesture Modeling · CVPR 2024
Computer animation and physical simulation › gesture generation
co-speech gesture generation
0.812024
EMAGE: Towards Unified Holistic Co-Speech Gesture Generation via Expressive Masked Audio Gesture Modeling · CVPR 2024
Audio and music processing
speech processing
0.812024
EMAGE: Towards Unified Holistic Co-Speech Gesture Generation via Expressive Masked Audio Gesture Modeling · CVPR 2024
Machine learning › Generative modeling › motion generation
dance generation
0.712023
FineDance: A Fine-grained Choreography Dataset for 3D Full Body Dance Generation · ICCV 2023
Machine learning › Generative modeling › motion generation
music-to-dance generation
0.712023
FineDance: A Fine-grained Choreography Dataset for 3D Full Body Dance Generation · ICCV 2023
Computer animation and physical simulation › motion synthesis
human motion synthesis
0.712023
FineDance: A Fine-grained Choreography Dataset for 3D Full Body Dance Generation · ICCV 2023
Accessibility and assistive technology
older adults
0.312025
Toward Enabling Natural Conversation with Older Adults via the Design of LLM-Powered Voice Agents that Support Interruptions and Backchannels · CHI 2025
Computer vision › Video understanding and tracking › motion analysis
human motion analysis
0.212024
EMAGE: Towards Unified Holistic Co-Speech Gesture Generation via Expressive Masked Audio Gesture Modeling · CVPR 2024
Multimedia analysis and retrieval › audio-visual learning
music-dance alignment
0.212023
FineDance: A Fine-grained Choreography Dataset for 3D Full Body Dance Generation · ICCV 2023

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

large language model · 1.7masked transformer · 1.5masked gesture reconstruction · 1.5VQ-VAE · 1.5retrieval module · 1.3diffusion model · 1.3multi-agent simulation · 0.9barge-in · 0.9backchannel · 0.9expert networks · 0.7expert network · 0.7
YearPublicationVenuePosition
2025 Toward Enabling Natural Conversation with Older Adults via the Design of LLM-Powered Voice Agents that Support Interruptions and Backchannels
abstract
Voice agents can construct meaningful conversations with older adults to offer various benefits, such as providing emotional companionship and assisting with memory recall. However, such conversations often follow the simple turn-taking pattern and lack interruption and backchannel of natural human conversation. Previous research has shown that this rigid turn-taking pattern lacks interactivity and initiative, limiting the flexible communication between older adults and voice agents. To address these issues and create a more natural conversational voice agent, we first conducted a formative study to identify common usage of interruption in the natural conversations of older adults. We then designed an LLM-powered Barge-in agent that supports interruption and backchannel. Our within-subject exploratory study showed that participants felt that conversations with Barge-in agents were more natural, engaging, and fluent than with the No barge-in agent. We further present design implications for creating more natural and human-like voice agents for older adults.
Mingyang Su, Yuru Huang, Yiqian Yang, Kang Zhang 0001, Mingming Fan 0001
CHI2
2025 SimViews: An Interactive Multi-Agent System Simulating Visitor-to-Visitor Conversational Patterns to Present Diverse Perspectives of Artifacts in Virtual Museums
abstract
Offering diverse perspectives on a museum artifact can deepen visitors' understanding and help avoid the cognitive limitations of a single narrative, ultimately enhancing their overall experience. Physical museums promote diversity through visitor interactions. However, it remains a challenge to present multiple voices appropriately while attracting and sustaining a visitor's attention in the virtual museum. Inspired by recent studies that show the effectiveness of LLM-powered multi-agents in presenting different opinions about an event, we propose SimViews, an interactive multi-agent system that simulates visitor-to-visitor conversational patterns to promote the presentation of diverse perspectives. The system employs LLM-powered multi-agents that simulate virtual visitors with different professional identities, providing diverse interpretations of artifacts. Additionally, we constructed 4 conversational patterns between users and agents to simulate visitor interactions. We conducted a within-subject study with 20 participants, comparing SimViews to a traditional single-agent condition. Our results show that SimViews effectively facilitates the presentation of diverse perspectives through conversations, enhancing participants' understanding of viewpoints and engagement within the virtual museum.
Mingyang Su, Mingming Fan 0001
ACM Multimedia1
2024 EMAGE: Towards Unified Holistic Co-Speech Gesture Generation via Expressive Masked Audio Gesture Modeling
abstract
We propose EMAGE, a framework to generate full-body human gestures from audio and masked gestures, encompassing facial, local body, hands, and global movements. To achieve this, we first introduce BEAT2 (BEAT-SMPLX-FLAME), a new mesh-level holistic co-speech dataset. BEAT2 combines a MoShed SMPL-X body with FLAME head parameters and further refines the modeling of head, neck, and finger movements, offering a community-standardized, high-quality 3D motion captured dataset. EMAGE leverages masked body gesture priors during training to boost inference performance. It involves a Masked Audio Gesture Transformer, facilitating joint training on audio-to-gesture generation and masked gesture reconstruction to effectively encode audio and body gesture hints. Encoded body hints from masked gestures are then separately employed to generate facial and body movements. Moreover, EMAGE adaptively merges speech features from the audio's rhythm and content and utilizes four compositional VQ-VAEs to enhance the results' fidelity and diversity. Experiments demonstrate that EMAGE generates holistic gestures with state-of-the-art performance and is flexible in accepting predefined spatial-temporal gesture inputs, generating complete, audio-synchronized results. Our code and dataset are available.1
Giorgio Becherini, Yichen Peng, Mingyang Su, Xuefei Zhe, Naoya Iwamoto, Michael J. Black
CVPR5
2024 Toward Facilitating Search in VR With the Assistance of Vision Large Language Models
abstract
While search is a common need in Virtual Reality (VR) applications, current approaches are cumbersome, often requiring users to type on a mid-air keyboard using controllers in VR or remove VR equipment to search on a computer. We first conducted a literature review and a formative study, identifying six common search needs: knowing about one object, knowing about the object’s partial details, knowing objects with environmental context, knowing about interactions with objects, and finding objects within field of view (FOV) and out of FOV in the VR scene. Informed by these needs, we designed technology probes that leveraged recent advances in Vision Large Language Models and conducted a probe-based study with users to elicit feedback. Based on the findings, we derived design principles for VR designers and developers to consider when designing a user-friendly search interface in VR. While prior work about VR search tended to address specific aspects of search, our work contributes design considerations aimed at enhancing the ease of search in VR and potential future directions.
Clarence Chi S. Cheung, Mingqing Xu, Mingyang Su, Mingming Fan 0001
VRST5
2023 FineDance: A Fine-grained Choreography Dataset for 3D Full Body Dance Generation
abstract
Generating full-body and multi-genre dance sequences from given music is a challenging task, due to the limitations of existing datasets and the inherent complexity of the fine-grained hand motion and dance genres. To address these problems, we propose FineDance, which contains 14.6 hours of music-dance paired data, with fine-grained hand motions, fine-grained genres (22 dance genres), and accurate posture. To the best of our knowledge, FineDance is the largest music-dance paired dataset with the most dance genres. Additionally, to address monotonous and unnatural hand movements existing in previous methods, we propose a full-body dance generation network, which utilizes the diverse generation capabilities of the diffusion model to solve monotonous problems, and use expert nets to solve unreal problems. To further enhance the genre-matching and long-term stability of generated dances, we propose a Genre&Coherent aware Retrieval Module. Besides, we propose a novel metric named Genre Matching Score to evaluate the genre-matching degree between dance and music. Quantitative and qualitative experiments demonstrate the quality of FineDance, and the state-of-the-art performance of FineNet. The FineDance Dataset and more qualitative samples can be found at website.
Ronghui Li, Junfan Zhao, Yachao Zhang 0001, Mingyang Su, Zeping Ren, Yansong Tang, Xiu Li 0001
ICCV4