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Kexiang Huang

dblp:373/1798 · DBLP profile ↗
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4ranked-venue papers
3as first author
4since 2021 · last 2026
0009-0004-6156-3736ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 4 · 3 first-author · 4 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.

Human-computer interaction and pervasive computing
1 paper
Immersive interaction · 77% Collaborative and social computing · 23%

Topics — the 2 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction › virtual reality
virtual reality user behavior
1.012026
Monkey See, Monkey Break? Study of Rule-Breaking Imitation in Virtual Crowds · IEEE Trans. Vis. Comput. Graph. 2026
Collaborative and social computing › online communities
social norms
0.312026
Monkey See, Monkey Break? Study of Rule-Breaking Imitation in Virtual Crowds · IEEE Trans. Vis. Comput. Graph. 2026

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

gaze tracking · 1.0VR study · 1.0
YearPublicationVenuePosition
2026 Multi-Perception Crowd: Learning to Combine Entity and Implicit Perception for Diverse Crowd Simulation
abstract
We present a reinforcement learning framework for crowd simulation that balances collision avoidance with navigation preferences guided by soft environmental constraints. Our approach integrates two complementary perception components: entity perception, which handles hard constraints imposed by physical obstacles, and implicit environmental perception, encoded as suitability maps that guide movement preferences due to soft constraints. To ensure robust generalization across complex scenes, we employ a modular, two-phase training strategy utilizing curriculum-based environmental templates. The proposed framework functions as an intuitive crowd authoring tool: artists can influence crowd behavior in real time by interactively editing suitability maps or dynamically adjusting perception weights, either globally or per-agent. This enables adaptive navigation behaviors, such as dynamic trajectory prioritization based on the environment, to emerge from local interactions. We validate our approach using both quantitative metrics and qualitative analysis, including a user study confirming that the resulting behaviors align with pedestrian traffic patterns observed in real-world settings. We further present an example of emergent social behavior through the formation and gradual evolution of desire paths. This work contributes to the field of crowd simulation by offering a robust, learning-based framework that supports heterogeneous navigation modeling and intuitive authoring for interactive applications.
Kexiang Huang, Oscar Argudo, Nuria Pelechano
IEEE Trans. Vis. Comput. Graph.1
2026 Monkey See, Monkey Break? Study of Rule-Breaking Imitation in Virtual Crowds
abstract
Rule-breaking behaviors, such as jaywalking or skipping queues, are common in crowds but difficult to study in real-world settings due to limited control and observability. Virtual reality (VR) provides a controlled alternative, but its validity depends on whether VR elicits realistic rule-breaking behavior. We conducted a VR study with 65 participants navigating a virtual city with four scenarios differing in social norms: walking on grass, crossing outside a crosswalk, jaywalking at a red light, and skipping a line. In each scenario, the proportion of rule-breaking virtual characters was manipulated (0%, 25%, 50%). Participants' movements and gaze were recorded to assess behavior and attention. Results showed higher rule-breaking as the number of violators increased, except in the low-stakes crossing scenario. Rule-breakers attended more to violating characters, whereas rule-followers focused on compliant ones. Participants cited efficiency, safety, and social norms as key factors guiding their decisions. Overall, VR reproduced natural patterns of social compliance and noncompliance, supporting its use for studying rule-breaking and applications in crowd simulation, urban design, safety training, and immersive media.
Kexiang Huang, Tairan Yin, Jose Luis Ponton, Ruida Tang, Reiya Itatani, Oscar Argudo, Nuria Pelechano
IEEE Trans. Vis. Comput. Graph.1
2025 Generating natural pedestrian crowds by learning real crowd trajectories through a transformer-based GAN
Kexiang Huang
Vis. Comput.3
2024 Choreographing multi-degree of freedom behaviors in large-scale crowd simulations
Kexiang Huang, Ruida Tang, Nuria Pelechano
Comput. Graph.1