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Yinfeng Yu

Yinfeng Yu contributes to research discovery and scholarly infrastructure.

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Published work

3 published item(s)

preprint2026arXiv

ML-SAN: Multi-Level Speaker-Adaptive Network for Emotion Recognition in Conversations

To establish empathy with machines, it is essential to fully understand human emotional changes. However, research in multimodal emotion recognition often overlooks one problem: individual expressive traits vary significantly, which means that different people may express emotions differently. In our daily lives, we can see this. When communicating with different people, some express "happiness" through their facial expressions and words, while others may hide their happiness or express it through their actions. Both are expressions of 'happiness,' but such differences in emotional expression are still too difficult for machines to distinguish. Current emotion recognition remains at a 'static' level, using a single recognition model to identify all emotional styles. This "simplification" often affects the recognition results, especially in multi-turn dialogues. To address this problem, this paper introduces a novel Multi-Level Speaker Adaptive Network (ML-SAN), which, specifically, effectively addresses the challenge of speaker identity information confusion. ML-SAN does not simply assign a speaker's ID after recognition; instead, it employs a three-stage adaptive process: First, Input-level Calibration uses Feature-Level Linear Modulation (FiLM) to adjust the raw audio and visual features into a neutral space unrelated to the speaker. Then, Interaction-level Gating re-adjusts the trust level for each modality (e.g., voice or facial features) based on the speaker's identity information. Finally, Output-level Regularization maintains the consistency of speaker features in the latent space. Tests on the MELD and IEMOCAP datasets show that our model (ML-SAN) achieves better results, performs exceptionally well in handling challenging tail sentiment categories, and better addresses the diversity of speakers in real-world scenarios.

preprint2026arXiv

Residual Cross-Modal Fusion Networks for Audio-Visual Navigation

Audio-visual embodied navigation aims to enable an agent to autonomously localize and reach a sound source in unseen 3D environments by leveraging auditory cues. The key challenge of this task lies in effectively modeling the interaction between heterogeneous features during multimodal fusion, so as to avoid single-modality dominance or information degradation, particularly in cross-domain scenarios. To address this, we propose a Cross-Modal Residual Fusion Network, which introduces bidirectional residual interactions between audio and visual streams to achieve complementary modeling and fine-grained alignment, while maintaining the independence of their representations. Unlike conventional methods that rely on simple concatenation or attention gating, CRFN explicitly models cross-modal interactions via residual connections and incorporates stabilization techniques to improve convergence and robustness. Experiments on the Replica and Matterport3D datasets demonstrate that CRFN significantly outperforms state-of-the-art fusion baselines and achieves stronger cross-domain generalization. Notably, our experiments also reveal that agents exhibit differentiated modality dependence across different datasets. The discovery of this phenomenon provides a new perspective for understanding the cross-modal collaboration mechanism of embodied agents.

preprint2022arXiv

Sound Adversarial Audio-Visual Navigation

Audio-visual navigation task requires an agent to find a sound source in a realistic, unmapped 3D environment by utilizing egocentric audio-visual observations. Existing audio-visual navigation works assume a clean environment that solely contains the target sound, which, however, would not be suitable in most real-world applications due to the unexpected sound noise or intentional interference. In this work, we design an acoustically complex environment in which, besides the target sound, there exists a sound attacker playing a zero-sum game with the agent. More specifically, the attacker can move and change the volume and category of the sound to make the agent suffer from finding the sounding object while the agent tries to dodge the attack and navigate to the goal under the intervention. Under certain constraints to the attacker, we can improve the robustness of the agent towards unexpected sound attacks in audio-visual navigation. For better convergence, we develop a joint training mechanism by employing the property of a centralized critic with decentralized actors. Experiments on two real-world 3D scan datasets, Replica, and Matterport3D, verify the effectiveness and the robustness of the agent trained under our designed environment when transferred to the clean environment or the one containing sound attackers with random policy. Project: \url{https://yyf17.github.io/SAAVN}.