Benjamin Liang

Benjamin Liang

New York, New York, United States
1K followers 500 connections

About

Former Computer Graphics (Human Perception, ML/AI) PhD candidate @ NYU.
Co-founder and…

Activity

Experience

  • BitMind Graphic

    BitMind

    San Francisco, California, United States

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    New York, New York, United States

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    United States

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    United States

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    Brooklyn, New York, United States

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    United States

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    Brooklyn, New York, United States

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    New York, New York, United States

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    Manhattan, New York, United States

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    Manhattan, New York, United States

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    Brooklyn, New York, United States

Education

  • NYU Tandon School of Engineering Graphic

    NYU Tandon School of Engineering

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    Activities and Societies: NYU Blockchain and Fintech Club, New York Machine Learning Club, Society of Asian Scientists and Engineers (SASE)

    I am a computer graphics research assistant who is researching human perception and applications for VR/AR. I am also interested in distributed ledger and defi technology.

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    Activities and Societies: NYU Blockchain and Fintech Club, New York Machine Learning Club, Society of Asian Scientists and Engineers (SASE), NYU Smart Wearable Bio-Tracker for TeleRehab & TeleMonitoring Team, Club Anime

    NYU Tandon Dean’s List (2021, 2022)
    NYU CSE Leadership Award (2021, 2022)
    NYU Tandon Honors Program (2018-2020)
    NYU Nick Russo Award (2018)

    Minors in Robotics and Psychology

    Relevant Computer Science / Robotics Coursework / Psychology Coursework:
    • Introduction to Haptics and Telerobotics in Medicine (MATLAB, Simulink, NumPy, matplotlib)
    • Robotic Manipulation and Locomotion (pybullet, Python)
    • Artificial Intelligence (Python, C )
    • Computer Architecture…

    NYU Tandon Dean’s List (2021, 2022)
    NYU CSE Leadership Award (2021, 2022)
    NYU Tandon Honors Program (2018-2020)
    NYU Nick Russo Award (2018)

    Minors in Robotics and Psychology

    Relevant Computer Science / Robotics Coursework / Psychology Coursework:
    • Introduction to Haptics and Telerobotics in Medicine (MATLAB, Simulink, NumPy, matplotlib)
    • Robotic Manipulation and Locomotion (pybullet, Python)
    • Artificial Intelligence (Python, C )
    • Computer Architecture and Organization (Assembly, Xilinx Vivado)
    • Data Structures and Algorithms (Python)
    • Design and Analysis of Algorithms
    • Introduction to Database Systems (SQL, phpMyAdmin)
    • Introduction to Game Programming (OpenGL, C )
    • Object Oriented Programming (C )
    • Computer Networking (Wireshark)
    • Lab in Social and Personality Psychology (Qualtrics, SPSS Statistics)
    • Abnormal Psychology

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Publications

  • Force-Aware Interface via Electromyography for Natural VR/AR Interaction

    SIGGRAPH Asia 2022

    Authors: Yunxiang Zhang, Benjamin Liang, Boyuan Chen, Paul M. Torrens, S. Farokh Atashzar, Dahua Lin, Qi Sun

    Abstract:

    While tremendous advances in visual and auditory realism have been made for virtual and augmented reality (VR/AR), introducing a plausible sense of physicality into the virtual world remains challenging. Closing the gap between real-world physicality and immersive virtual experience requires a closed interaction loop: applying user-exerted physical forces to the…

    Authors: Yunxiang Zhang, Benjamin Liang, Boyuan Chen, Paul M. Torrens, S. Farokh Atashzar, Dahua Lin, Qi Sun

    Abstract:

    While tremendous advances in visual and auditory realism have been made for virtual and augmented reality (VR/AR), introducing a plausible sense of physicality into the virtual world remains challenging. Closing the gap between real-world physicality and immersive virtual experience requires a closed interaction loop: applying user-exerted physical forces to the virtual environment and generating haptic sensations back to the users. However, existing VR/AR solutions either completely ignore the force inputs from the users or rely on obtrusive sensing devices that compromise user experience.

    By identifying users' muscle activation patterns while engaging in VR/AR, we design a learning-based neural interface for natural and intuitive force inputs. Specifically, we show that lightweight electromyography sensors, resting non-invasively on users' forearm skin, inform and establish a robust understanding of their complex hand activities. Fuelled by a neural-network-based model, our interface can decode finger-wise forces in real-time with 3.3% mean error, and generalize to new users with little calibration. Through an interactive psychophysical study, we show that human perception of virtual objects' physical properties, such as stiffness, can be significantly enhanced by our interface. We further demonstrate that our interface enables ubiquitous control via finger tapping. Ultimately, we envision our findings to push forward research towards more realistic physicality in future VR/AR.

    See publication
  • Reconstructing room scales with a single sound for augmented reality displays

    Journal of Information Display

    Authors: Benjamin S. Liang and Andrew S. Liang and Iran Roman and Tomer Weiss and Budmonde Duinkharjav and Juan Pablo Bello and Qi Sun

    Abstract:

    Perception and reconstruction of our 3D physical environment is an essential task with broad applications for Augmented Reality (AR) displays. For example, reconstructed geometries are commonly leveraged for displaying 3D objects at accurate positions. While camera-captured images are a frequently used data source for realistically…

    Authors: Benjamin S. Liang and Andrew S. Liang and Iran Roman and Tomer Weiss and Budmonde Duinkharjav and Juan Pablo Bello and Qi Sun

    Abstract:

    Perception and reconstruction of our 3D physical environment is an essential task with broad applications for Augmented Reality (AR) displays. For example, reconstructed geometries are commonly leveraged for displaying 3D objects at accurate positions. While camera-captured images are a frequently used data source for realistically reconstructing 3D physical surroundings, they are limited to line-of-sight environments, requiring time-consuming and repetitive data-capture techniques to capture a full 3D picture. For instance, current AR devices require users to scan through a whole room to obtain its geometric sizes. This optical process is tedious and inapplicable when the space is occluded or inaccessible. Audio waves propagate through space by bouncing from different surfaces, but are not 'occluded' by a single object such as a wall, unlike light. In this research, we aim to ask the question ‘can one hear the size of a room?’. To answer that, we propose an approach for inferring room geometries only from a single sound, which we define as an audio wave sequence played from a single loud speaker, leveraging deep learning for decoding implicitly-carried spatial information from a single speaker-and-microphone system. Through a series of experiments and studies, our work demonstrates our method's effectiveness at inferring a 3D environment's spatial layout. Our work introduces a robust building block in multi-modal layout reconstruction.

    See publication
  • Egocentric Prediction of Action Target in 3D

    2022 IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR)

    Authors: Yiming Li*, Ziang Cao*, Andrew Liang, Benjamin Liang, Luoyao Chen, Hang Zhao, Chen Feng
    *Equal contribution

    Abstract:

    We are interested in anticipating as early as possible the target location of a person’s object manipulation action in a 3D workspace from egocentric vision. It is important in fields like human-robot collaboration, but has not yet received enough attention from vision and learning communities. To stimulate more research on this challenging egocentric…

    Authors: Yiming Li*, Ziang Cao*, Andrew Liang, Benjamin Liang, Luoyao Chen, Hang Zhao, Chen Feng
    *Equal contribution

    Abstract:

    We are interested in anticipating as early as possible the target location of a person’s object manipulation action in a 3D workspace from egocentric vision. It is important in fields like human-robot collaboration, but has not yet received enough attention from vision and learning communities. To stimulate more research on this challenging egocentric vision task, we propose a large multimodality dataset of more than 1 million frames of RGB-D and IMU streams, and provide evaluation metrics based on our high-quality 2D and 3D labels from semi-automatic annotation. Meanwhile, we design baseline methods using recurrent neural networks and conduct various ablation studies to validate their effectiveness. Our results demonstrate that this new task is worthy of further study by researchers in robotics, vision, and learning communities.

    See publication
  • (To Appear) The Shortest Route Is Not Always the Fastest: Probability-Modeled Stereoscopic Eye Movement Completion Time in VR

    SIGGRAPH Asia 2023

    To Appear

    Abstract:

    Speed and consistency of target-shifting play a crucial role in human ability to perform complex tasks. Shifting our gaze between objects of interest quickly and consistently requires changes both in depth and direction. Gaze changes in depth are driven by slow, inconsistent vergence movements which rotate the eyes in opposite directions, while changes in direction are driven by ballistic, consistent movements called saccades, which rotate the eyes in the same…

    To Appear

    Abstract:

    Speed and consistency of target-shifting play a crucial role in human ability to perform complex tasks. Shifting our gaze between objects of interest quickly and consistently requires changes both in depth and direction. Gaze changes in depth are driven by slow, inconsistent vergence movements which rotate the eyes in opposite directions, while changes in direction are driven by ballistic, consistent movements called saccades, which rotate the eyes in the same direction. In the natural world, most of our eye movements are a combination of both types. While scientific consensus on the nature of saccades exists, vergence and combined movements remain less understood and agreed upon.

    We eschew the lack of scientific consensus in favor of proposing an operationalized computational model which predicts the speed of any type of gaze movement during target-shifting in 3D. To this end, we conduct a psychophysical study in a stereo VR environment to collect more than 12,000 gaze movement trials, analyze the temporal distribution of the observed gaze movements, and fit a probabilistic model to the data. We perform a series of objective measurements and user studies to validate the model. The results demonstrate its predictive accuracy, generalization, as well as applications for optimizing visual performance by altering content placement. Lastly, we leverage the model to measure differences in human target-changing time relative to the natural world, as well as suggest scene-aware projection depth. By incorporating the complexities and randomness of human oculomotor control, we hope this research will support new behavior-aware metrics for VR/AR display design, interface layout, and gaze-contingent rendering.

    See publication

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