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Lu Dong 0004

dblp:40/2448-4 · DBLP profile ↗
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6ranked-venue papers
1as first author
6since 2021 · last 2026
0009-0007-4036-7690ORCID · verified

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

Artificial intelligence and machine learning · 5 · 1 first-author · 5 since 2021Graphics, computer vision, multimedia, augmented reality and games · 5 · 1 first-author · 5 since 2021Systems, architecture and hardware · 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
1 paper
Computer animation and physical simulation · 100%
Artificial intelligence
2 papers
Generative modeling · 61% Vision and language · 21% Representation and self-supervised learning · 18%

Topics — the 5 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation › motion synthesis
human motion synthesis
0.812024
Towards Open Domain Text-Driven Synthesis of Multi-person Motions · ECCV (65) 2024
Computer animation and physical simulation › motion synthesis › human motion synthesis
text-to-motion generation
0.812024
Towards Open Domain Text-Driven Synthesis of Multi-person Motions · ECCV (65) 2024
Machine learning › Generative modeling › diffusion model
human motion generation
0.712023
Language-guided Human Motion Synthesis with Atomic Actions · ACM Multimedia 2023
Computer vision › Vision and language › vision-language generation
text-driven generation
0.212024
Towards Open Domain Text-Driven Synthesis of Multi-person Motions · ECCV (65) 2024
Machine learning › Representation and self-supervised learning › representation learning › unsupervised representation learning › self-supervised representation learning › masked modeling
masked motion modeling
0.212023
Language-guided Human Motion Synthesis with Atomic Actions · ACM Multimedia 2023

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

diffusion model · 1.5masked motion modeling · 0.7curriculum learning · 0.7
YearPublicationVenuePosition
2026 A Large-Scale 3D Representation Dataset and Benchmark for Continuous Sign Language Understanding
Lipisha Chaudhary, Enjamamul Hoq, Lu Dong 0004, Henry Adler, Ifeoma Nwogu
FG3
2025 AutoMisty: A Multi-Agent LLM Framework for Automated Code Generation in the Misty Social Robot
abstract
The social robot’s open API allows users to customize open-domain interactions. However, it remains inaccessible to those without programming experience. We introduce AutoMisty, the first LLM-powered multi-agent framework that converts natural-language commands into executable Misty robot code by decomposing high-level instructions, generating sub-task code, and integrating everything into a deployable program. Each agent employs a two-layer optimization mechanism: first, a self-reflective loop that instantly validates and automatically executes the generated code, regenerating whenever errors emerge; second, human review for refinement and final approval, ensuring alignment with user preferences and preventing error propagation. To evaluate AutoMisty’s effectiveness, we designed a benchmark task set spanning four levels of complexity and conducted experiments in a real Misty robot environment. Extensive evaluations demonstrate that AutoMisty not only consistently generates high-quality code but also enables precise code control, significantly outperforming direct reasoning with ChatGPT-4o and ChatGPT-o1. All code, optimized APIs, and experimental videos will be publicly released through the webpage: AutoMisty.
Lu Dong 0004, Sahana Rangasrinivasan, Ifeoma Nwogu, Srirangaraj Setlur, Venu Govindaraju
IROS2
2024 Towards Open Domain Text-Driven Synthesis of Multi-person Motions
Mengyi Shan, Lu Dong 0004, Yutao Han, Yuan Yao 0001, Ifeoma Nwogu, Guo-Jun Qi, Mitch Hill
ECCV (65)2
2024 SignAvatar: Sign Language 3D Motion Reconstruction and Generation
abstract
Achieving expressive 3D motion reconstruction and automatic generation for isolated sign words can be challenging, due to the lack of real-world 3D sign-word data, the complex nuances of signing motions, and the cross-modal understanding of sign language semantics. To address these challenges, we introduce SignAvatar, a framework capable of both word-level sign language reconstruction and generation. SignAvatar employs a transformer-based conditional variational autoencoder architecture, effectively establishing relationships across different semantic modalities. Additionally, this approach incorporates a curriculum learning strategy to enhance the model's robustness and generalization, resulting in more realistic motions. Furthermore, we contribute the ASL3DWord dataset, composed of 3D joint rotation data for the body, hands, and face, for unique sign words. We demonstrate the effectiveness of SignAvatar through extensive experiments, showcasing its superior reconstruction and automatic generation capabilities. The code and dataset are available on the project page1.
Lu Dong 0004, Lipisha Chaudhary, Mason Lary, Ifeoma Nwogu
FG1
2024 A Comparative Study of Video-Based Human Representations for American Sign Language Alphabet Generation
abstract
Sign language is a complex visual language, and automatic interpretations of sign language can facilitate communication involving deaf individuals. As one of the essential components of sign language, fingerspelling connects the natural spoken languages to the sign language and expands the scale of sign language vocabulary. In practice, it is challenging to analyze fingerspelling alphabets due to their signing speed and small motion range. The usage of synthetic data has the potential of further improving fingerspelling alphabets analysis at scale. In this paper, we evaluate how different video-based human representations perform in a framework for Alphabet Generation for American Sign Language (ASL). We tested three mainstream video-based human representations: two-stream inflated 3D ConvNet, 3D landmarks of body joints, and rotation matrices of body joints. We also evaluated the effect of different skeleton graphs and selected body joints. The generation process of ASL fingerspelling used a transformer-based Conditional Variational Autoencoder. To train the model, we collected ASL alphabet signing videos from 17 signers with dynamic alphabet signing. The generated alphabets were evaluated using automatic metrics of quality such as FID, and we also considered supervised metrics by recognizing the generated entries using Spatio-Temporal Graph Convolutional Networks. Our experiments show that using the rotation matrices of the upper body joints and the signing hand give the best results for the generation of ASL alphabet signing. Going forward, our goal is to produce articulated fingerspelling words by combining individual alphabets learned in this work.
Lipisha Chaudhary, Lu Dong 0004, Srirangaraj Setlur, Venu Govindaraju, Ifeoma Nwogu
FG3
2023 Language-guided Human Motion Synthesis with Atomic Actions
abstract
Language-guided human motion synthesis has been a challenging task due to the inherent complexity and diversity of human behaviors. Previous methods face limitations in generalization to novel actions, often resulting in unrealistic or incoherent motion sequences. In this paper, we propose ATOM (ATomic mOtion Modeling) to mitigate this problem, by decomposing actions into atomic actions, and employing a curriculum learning strategy to learn atomic action composition. First, we disentangle complex human motions into a set of atomic actions during learning, and then assemble novel actions using the learned atomic actions, which offers better adaptability to new actions. Moreover, we introduce a curriculum learning training strategy that leverages masked motion modeling with a gradual increase in the mask ratio, and thus facilitates atomic action assembly. This approach mitigates the overfitting problem commonly encountered in previous methods while enforcing the model to learn better motion representations. We demonstrate the effectiveness of ATOM through extensive experiments, including text-to-motion and action-to-motion synthesis tasks. We further illustrate its superiority in synthesizing plausible and coherent text-guided human motion sequences.
Yuanhao Zhai 0001, Mingzhen Huang, Tianyu Luan, Lu Dong 0004, Ifeoma Nwogu, Siwei Lyu, David S. Doermann, Junsong Yuan 0001
ACM Multimedia4