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Hanxuan Li

dblp:213/9855 · DBLP profile ↗
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4ranked-venue papers
1as first author
4since 2021 · last 2025
—ORCID · conflict

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

Artificial intelligence and machine learning · 2 · 1 first-author · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author · 2 since 2021Human-computer interaction and ubiquitous 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
Vision and language · 37% Planning, search and constraint satisfaction · 29% 3D vision · 25%
Human-computer interaction and pervasive computing
2 papers
Health and well-being technologies · 28% Games and playful interaction · 28% Personal fabrication and tangible interfaces · 28%

Topics — the 8 heaviest of 11, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › planning › agent planning
embodied planning
0.912025
R2C: Mapping Room to Chessboard to Unlock LLM As Low-Level Action Planner · CVPR 2025
Computer vision › Vision and language › multimodal reasoning
language-spatial reasoning
0.912025
R2C: Mapping Room to Chessboard to Unlock LLM As Low-Level Action Planner · CVPR 2025
Computer vision › 3D vision › 3d object recognition
point cloud recognition
0.812024
Point2Real: Bridging the Gap between Point Cloud and Realistic Image for Open-World 3D Recognition · AAAI 2024
Games and playful interaction › creative expression
digital musical instruments
0.812024
Co-designing the Collaborative Digital Musical Instruments for Group Music Therapy · CHI 2024
Health and well-being technologies
music therapy
0.812024
Co-designing the Collaborative Digital Musical Instruments for Group Music Therapy · CHI 2024
Natural language and speech › Language models and text generation
instruction following
0.312025
R2C: Mapping Room to Chessboard to Unlock LLM As Low-Level Action Planner · CVPR 2025
Computer vision › Vision and language
vision-language pretraining
0.212024
Point2Real: Bridging the Gap between Point Cloud and Realistic Image for Open-World 3D Recognition · AAAI 2024
User interface design and tools
creativity support tools
0.212024
Lumina: A Software Tool for Fostering Creativity in Designing Chinese Shadow Puppets · UIST 2024

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

large language model · 0.9chain-of-thought prompting · 0.9realistic rendering · 0.8prototype deployment · 0.8machine-generated pattern · 0.8formative study · 0.8co-design · 0.8ball-pivoting algorithm · 0.8CLIP · 0.8
YearPublicationVenuePosition
2025 R2C: Mapping Room to Chessboard to Unlock LLM As Low-Level Action Planner
abstract
This paper explores using large language models (LLMs) as low-level action planners for embodied tasks. While LLMs excel as the robot’s “brain” for high-level planning, they face challenges in directly controlling the “body” by generating precise low-level actions. This limitation arises from LLMs’ strength in high-level conceptual understanding but their inability to handle spatial perception effectively, restricting their potential in embodied tasks. To address this, we bridge the gap by enabling LLMs to not only comprehend complex instructions but also produce actionable, low-level plans. We introduce Room to Chessboard (R2C), a novel semantic representation that maps environmental states onto a grid-based chessboard, empowering LLMs to generate specific low-level coordinates and guide the robot in a manner akin to playing a game of chess. To further enhance decision-making, we propose the Chain-of-Thought Decision (CoT-D) paradigm, which improves LLMs’ interpretability and context-awareness in spatial reasoning. By jointly training LLMs for high-level task decomposition and low-level action generation, we create a unified "brain-body" system capable of handling complex, free-form instructions while producing precise low-level actions, allowing the robot to flexibly control its movements and adapt to varying tasks. We validate R2C using both fine-tuned open-source LLMs and GPT-4, demonstrating effectiveness on the challenging ALFRED benchmark. Results show that with our R2C framework, LLMs can effectively act as low-level planners, generalizing across diverse settings and open-vocabulary robotic tasks. The code and demonstrations are available at: https://vipl-vsu.github.io/Room2Chessboard.
Ziyi Bai, Hanxuan Li, Chuyan Xiong, Ruiping Wang 0001, Xilin Chen 0001
CVPR2
2024 Point2Real: Bridging the Gap between Point Cloud and Realistic Image for Open-World 3D Recognition
abstract
Recognition in open-world scenarios is an important and challenging field, where Vision-Language Pre-training paradigms have greatly impacted the 2D domain. This inspires a growing interest in introducing 2D pre-trained models, such as CLIP, into the 3D domain to enhance the ability of point cloud understanding. Considering the difference between discrete 3D point clouds and real-world 2D images, reducing the domain gap is crucial. Some recent works project point clouds onto a 2D plane to enable 3D zero-shot capabilities without training. However, this simplistic approach leads to an unclear or even distorted geometric structure, limiting the potential of 2D pre-trained models in 3D. To address the domain gap, we propose Point2Real, a training-free framework based on the realistic rendering technique to automate the transformation of the 3D point cloud domain into the Vision-Language domain. Specifically, Point2Real leverages a shape recovery module that devises an iterative ball-pivoting algorithm to convert point clouds into meshes, narrowing the gap in shape at first. To simulate photo-realistic images, a set of refined textures as candidates is applied for rendering, where the CLIP confidence is utilized to select the suitable one. Moreover, to tackle the viewpoint challenge, a heuristic multi-view adapter is implemented for feature aggregation, which exploits the depth surface as an effective indicator of view-specific discriminability for recognition. We conduct experiments on ModelNet10, ModelNet40, and ScanObjectNN datasets, and the results demonstrate that Point2Real outperforms other approaches in zero-shot and few-shot tasks by a large margin.
Hanxuan Li, Ruiping Wang 0001, Xilin Chen 0001
AAAI1
2024 Co-designing the Collaborative Digital Musical Instruments for Group Music Therapy
abstract
Digital Musical Instruments (DMIs) have been integrated into group music therapy, providing therapists with alternative ways to engage in musical dialogues with their clients. However, existing DMIs used in group settings are primarily designed for individual use and often overlook the social dynamics inherent in group therapy. Recognizing the crucial role of social interaction in the effectiveness of group therapy, we argue that Collaborative Digital Musical Instruments (CDMIs), seamlessly integrating social interaction with musical expression, hold significant potential to enhance group music therapy. To better tailor CDMIs for group music therapy, we engaged in a co-design process with music therapists, designing and practicing group therapy sessions involving the prototype ComString. In the end, we reflected on the co-design case to suggest future directions for designing CDMIs in group music therapy.
Yuanling Feng, Hanxuan Li, Yuting Diao, Haipeng Mi
CHI4
2024 Lumina: A Software Tool for Fostering Creativity in Designing Chinese Shadow Puppets
abstract
Shadow puppetry, a culturally rich storytelling art, faces challenges transitioning to the digital realm. Creators in the early design phase struggle with crafting intricate patterns, textures, and basic animations while adhering to stylistic conventions - hindering creativity, especially for novices. This paper presents Lumina, a tool to facilitate the early Chinese shadow puppet design stage. Lumina provides contour templates, animations, scene editing tools, and machine-generated traditional puppet patterns. These features liberate creators from tedious tasks, allowing focus on the creative process. Developed based on a formative study with puppet creators, the web-based Lumina enables wide dissemination. An evaluation with 18 participants demonstrated Lumina’s effectiveness and ease of use, with participants successfully creating designs spanning traditional themes to contemporary and science-fiction concepts.
Zhihao Yao 0004, Yao Lu 0038, Qirui Sun, Shiqing Lyu, Hanxuan Li, Xing-Dong Yang, Guanhong Liu, Haipeng Mi
UIST5