Dialogue serves as the most natural manner of human-computer interaction (HCI). Recent advancements in speech language models (SLM), have significantly enhanced speech-based conversational AI. However, these models are limited to turn-based conversation, lacking the ability to interact with humans in real-time spoken scenarios, for example, being interrupted when the generated content is not satisfactory. To address these limitations, we explore full duplex modeling (FDM) in interactive speech language models (iSLM), focusing on enhancing real-time interaction and, more explicitly, exploring the quintessential ability of interruption. We introduce a novel model design, namely listening-while-speaking language model (LSLM), an end-to-end system equipped with both listening and speaking channels. Our LSLM employs a token-based decoder-only TTS for speech generation and a streaming self-supervised learning (SSL) encoder for real-time audio input. LSLM fuses both channels for autoregressive generation and detects turn-taking in real time. Three fusion strategies—early fusion, middle fusion, and late fusion—are explored, with middle fusion achieving an optimal balance between speech generation and real-time interaction. Two experimental settings, command-based FDM and voice-based FDM, demonstrate LSLM’s robustness to noise and sensitivity to diverse instructions. Our results highlight LSLM’s capability to achieve duplex communication with minimal impact on existing systems. This study aims to advance the development of interactive speech dialogue systems, enhancing their applicability in real-world contexts.
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MSV-PCT: Multi-Sparse-View Enhanced Transformer Framework for Salient Object Detection in Point Clouds
PDF ↗Salient object detection (SOD) methods for 2D images have great significance in the field of human-computer interaction (HCI). However, as a common data format in HCI, the SOD research in the form of 3D point cloud data remains limited. Previous works commonly treat this task as point cloud segmentation, which perceives all points in the scene for prediction. However, these methods neglect that SOD is designed to simulate human visual perception where human can only see the surfaces rather than occluded point clouds. Thereby, these methods may fail when meet such situations. This paper aims to solve this problem by approximately simulating the perception paradigm of humans towards 3D scenes. Thus, we propose a framework based on the 3D visual point cloud backbone and its multi-view projection named MSV-PCT. Specifically, instead of relying solely on general point cloud learning frameworks, we additionally introduce multi-sparse-view learning branches to supplement the SOD perception. Furthermore, we propose a novel point cloud edge detection loss function to effectively address artifacts, enabling the accurate segmentation of the edges of salient objects from the background. Finally, to evaluate the generalization of point cloud SOD methods, we introduce a new approach to generate simulated PC-SOD datasets from RGBD-SOD data. Experiments on the simulated datasets show that MSV-PCT achieves better accuracy and robustness.
Emotion recognition based on body movements is vital in human-computer interaction. However, existing emotion recognition methods predominantly focus on enhancing classification accuracy, often neglecting the provision of textual explanations to justify their classifications. In this paper, we propose an Emotion-Action Interpreter powered by LargeLanguage Model (EAI-LLM), which not only recognizes emotions but also generates textual explanations by treating 3D body movement data as unique input tokens within large language models (LLMs). Specifically, we propose a multi-granularity skeleton tokenizer designed for LLMs, which separately extracts spatio-temporal tokens and semantic tokens from the skeleton data. This approach allows LLMs to generate more nuanced classification descriptions while maintaining robust classification performance. Furthermore, we treat the skeleton sequence as a specific language and propose a unified skeleton token module. This module leverages the extensive background knowledge and language processing capabilities of LLMs to address the challenges of joint training on heterogeneous datasets, thereby significantly enhancing recognition accuracy on individual datasets. Experimental results demonstrate that our model achieves recognition accuracy comparable to existing methods. More importantly, with the support of background knowledge from LLMs, our model can generate detailed emotion descriptions based on classification results, even when trained on a limited amount of labeled skeleton data.
M3GYM: A Large-Scale Multimodal Multi-view Multi-person Pose Dataset for Fitness Activity Understanding in Real-world Settings
PDF ↗Human pose estimation is a critical task in computer vision for applications in sports analysis, healthcare monitoring, and human-computer interaction. However, existing human pose datasets are collected either from custom-configured laboratories with complex devices or they only include data on single individuals, and both types typically capture daily activities. In this paper, we introduce the M3GYM dataset, a large-scale multimodal, multi-view, and multi-person pose dataset collected from a real gym to address the limitations of existing datasets.Specifically, we collect videos for 82 sessions from the gym, each session lasting between 40 to 60 minutes. These videos are gathered by 8 cameras, including over 50 subjects and 47 million frames. These sessions include 51 Normal fitness exercise sessions as well as 17 Pilates and 14 Yoga sessions. The exercises cover a wide range of poses and typical fitness activities, particularly in Yoga and Pilates, featuring poses with stretches, bends, and twists, e.g., humble warrior, fire hydrants and knee hover side twists. Each session involves multiple subjects, leading to significant self-occlusion and mutual occlusion in single views.Moreover, the gym has two symmetric floor mirrors, a feature not seen in previous datasets, and seven lighting conditions. We provide frame-level multimodal annotations, including 2D&3D keypoints, subject IDs, and meshes. Additionally, M3GYM uniquely offers labels for over 500 actions along with corresponding assessments from sports experts.We benchmark a variety of state-of-the-art methods for several tasks, i.e., 2D human pose estimation, single-view and multi-view 3D human pose estimation, and human mesh recovery. To simulate real-world applications, we also conduct cross-domain experiments across Normal, Yoga, and Pilates sessions. The results show that M3GYM significantly improves model generalization in complex real-world settings.
3D hand reconstruction is essential in non-contact human-computer interaction applications, but existing methods struggle with low-resolution images, which occur in slightly distant interactive scenes. Leveraging temporal information can mitigate the limitations of individual low-resolution images that lack detailed appearance information, thereby enhancing the robustness and accuracy of hand reconstruction. Existing temporal methods typically use joint features to represent temporal information, avoiding interference from redundant background information. However, joint features excessively disregard the spatial context of visual features, limiting hand reconstruction accuracy. We propose to integrate temporal joint features with visual features to construct a robust low-resolution visual representation. We introduce Triplane Features, a dense representation with 3D spatial awareness, to bridge the gap between the joint features and visual features that are misaligned in terms of representation form and semantics. Triplane Features are obtained by orthogonally projecting the joint features, embedding hand structure information into the 3D spatial context. Furthermore, we compress the spatial information of the three planes into a 2D dense feature thourgh Spatial-Aware Fusion to enhance the visual features. By using enhanced visual features enriched with temporal information for hand reconstruction, our method achieves competitive performance at much lower resolutions compared to state-of-the-art methods operating at high resolution on DexYCB, HanCo and H2O.
Multimodal Large Language Models (MLLMs) have significantly progressed in offline video understanding. However, applying these models to real-world scenarios, such as autonomous driving and human-computer interaction, presents unique challenges due to the need for real-time processing of continuous online video streams. To this end, this paper presents systematic efforts from three perspectives: evaluation benchmark, model architecture, and training strategy. First, we introduce OVBench, a comprehensive question-answering benchmark designed to evaluate models' ability to perceive, memorize, and reason within online video contexts. It features 6 core task types across three temporal contexts--past, current, and future--forming 16 subtasks from diverse datasets. Second, we propose a new Pyramid Memory Bank (PMB) that effectively retains key spatiotemporal information in video streams. Third, we proposed an offline-to-online learning paradigm, designing an interleaved dialogue format for online video data and constructing an instruction-tuning dataset tailored for online video training. This framework led to the development of VideoChat-Online, a robust and efficient model for online video understanding. Despite the lower computational cost and higher efficiency, VideoChat-Online outperforms existing state-of-the-art offline and online models across popular offline video benchmarks and OVBench, demonstrating the effectiveness of our model architecture and training strategy.
Graphical User Interface (GUI) agents demonstrate promising potential in assisting human-computer interaction, automating human user's navigation on digital devices. An ideal GUI agent is expected to achieve high accuracy, low latency, and compatibility for different GUI platforms. Recent vision-based approaches have shown promise by leveraging advanced Vision Language Models (VLMs). While they generally meet the requirements of compatibility and low latency, these vision-based GUI agents tend to have low accuracy due to their limitations in element grounding. To address this issue, we propose SpiritSight, a vision-based, end-to-end GUI agent that excels in GUI navigation tasks across various GUI platforms. First, we create a multi-level, large-scale, high-quality GUI dataset called GUI-Lasagne using scalable methods, empowering SpiritSight with robust GUI understanding and grounding capabilities. Second, we introduce the Universal Block Parsing (UBP) method to resolve the ambiguity problem inherited from the dynamic resolution strategy, further enhancing SpiritSight's ability to ground GUI objects. Through these efforts, SpiritSight agent outperforms other advanced methods on diverse GUI benchmarks, demonstrating its superior capability and compatibility in GUI navigation tasks. The models and code will be made available upon publication.
Sketching serves as a versatile tool for externalizing ideas, enabling rapid exploration and visual communication that spans various disciplines. While artificial systems have driven substantial advances in content creation and human-computer interaction, capturing the dynamic and abstract nature of human sketching remains challenging. In this work, we introduce SketchAgent, a language-driven, sequential sketch generation method that enables users to create, modify, and refine sketches through dynamic, conversational interactions. Our approach requires no training or fine-tuning. Instead, we leverage the sequential nature and rich prior knowledge of off-the-shelf multimodal large language models (LLMs). We present an intuitive sketching language, introduced to the model through in-context examples, enabling it to "draw" using string-based actions. These are processed into vector graphics and then rendered to create a sketch on a pixel canvas, which can be accessed again for further tasks. By drawing stroke by stroke, our agent captures the evolving, dynamic qualities intrinsic to sketching. We demonstrate that SketchAgent can generate sketches from diverse prompts, engage in dialogue-driven drawing, and collaborate meaningfully with human users.
Dispider: Enabling Video LLMs with Active Real-Time Interaction via Disentangled Perception, Decision, and Reaction
PDF ↗Active Real-time interaction with video LLMs introduces a new paradigm for human-computer interaction, where the model not only understands user intent but also responds while continuously processing streaming video on the fly. Unlike offline video LLMs, which analyze the entire video before answering questions, active real-time interaction requires three capabilities: 1) Perception: real-time video monitoring and interaction capturing. 2) Decision: raising proactive interaction in proper situations, 3) Reaction: continuous interaction with users. However, inherent conflicts exist among the desired capabilities. The Decision and Reaction require a contrary Perception scale and grain, and the autoregressive decoding blocks the real-time Perception and Decision during the Reaction. To unify the conflicted capabilities within a harmonious system, we present Dispider, a solution built on a Disentangled Perception, Decision, and Reaction framework. Dispider features a lightweight Proactive Streaming Video Processing module that tracks the video stream and identifies optimal moments for interaction. Once the interaction is triggered, an asynchronous Precise Interaction module provides detailed responses, while the processing module continues to monitor the video in the meantime. Our disentangled and asynchronous design ensures timely, contextually accurate, and computationally efficient responses, making Dispider ideal for active real-time interaction for long-duration video streams. Experiments prove that Dispider outperforms existing methods not only in its superior understanding of video content in conventional video QA settings, but also in proactive response capability and temporal awareness under the streaming setting.
In recent years, 3D hand pose estimation methods have garnered significant attention due to their extensive applications in human-computer interaction, virtual reality, and robotics. In contrast, there has been a notable gap in hand detection pipelines, posing significant challenges in constructing effective real-world multi-hand reconstruction systems. In this work, we present a data-driven pipeline for efficient multi-hand reconstruction in the wild. The proposed pipeline is composed of two components: a real-time fully convolutional hand localization and a high-fidelity transformer-based 3D hand reconstruction model. To tackle the limitations of previous methods and build a robust and stable detection network, we introduce a large-scale dataset with over than 2M in-the-wild hand images with diverse lighting, illumination, and occlusion conditions. Our approach outperforms previous methods in both efficiency and accuracy on popular 2D and 3D benchmarks. Finally, we showcase the effectiveness of our pipeline to achieve smooth 3D hand tracking from monocular videos, without utilizing any temporal components. Code, models, and dataset are available at https://rolpotamias.github.io/WiLoR
Multimodal Emotion Recognition in Conversations: A Survey of Methods, Trends, Challenges and Prospects
PDF ↗While text-based emotion recognition methods have achieved notable success, real-world dialogue systems often demand a more nuanced emotional understanding than any single modality can offer. Multimodal Emotion Recognition in Conversations (MERC) has thus emerged as a crucial direction for enhancing the naturalness and emotional understanding of human-computer interaction. Its goal is to accurately recognize emotions by integrating information from various modalities such as text, speech, and visual signals. This survey offers a systematic overview of MERC, including its motivations, core tasks, representative methods, and evaluation strategies. We further examine recent trends, highlight key challenges, and outline future directions. As interest in emotionally intelligent systems grows, this survey provides timely guidance for advancing MERC research.
Machine Translation (MT) tools are widely used today, often in contexts where professional translators are not present. Despite progress in MT technology, a gap persists between system development and real-world usage, particularly for non-expert users who may struggle to assess translation reliability.This paper advocates for a human-centered approach to MT, emphasizing the alignment of system design with diverse communicative goals and contexts of use. We survey the literature in Translation Studies and Human-Computer Interaction to recontextualize MT evaluation and design to address the diverse real-world scenarios in which MT is used today.
In recent years, architectural design automation has made significant progress, but the complexity of open-world environments continues to make residential design a challenging task, often requiring experienced architects to perform multiple iterations and human-computer interactions. Therefore, assisting ordinary users in navigating these complex environments to generate and edit residential design is crucial. In this paper, we present the CARD framework, which leverages a system of specialized cross-modal agents to adapt to complex open-world environments. The framework includes a point-based cross-modal information representation (CMI-P) that encodes the geometry and spatial relationships of residential rooms, a cross-modal residential generation model, supported by our customized Text2FloorEdit model, that acts as the lead designer to create standardized floor plans, and an embedded expert knowledge base for evaluating whether the designs meet user requirements and residential codes, providing feedback accordingly. Finally, a 3D rendering module assists users in visualizing and understanding the layout. CARD enables cross-modal residential generation from free-text input, empowering users to adapt to complex environments without requiring specialized expertise.
Reinforcement Learning · Deep RL
Natural Language to SQL (NL2SQL) enables intuitive interactions with databases by transforming natural language queries into structured SQL statements. Despite recent advancements in enhancing human-computer interaction within database applications, significant challenges persist, particularly regarding the inference performance in complex scenarios involving multi-table joins and nested queries. Current methodologies primarily utilize supervised fine-tuning (SFT) to train the NL2SQL model, which may limit adaptability and interpretability in new environments (e.g., finance and healthcare). In order to enhance the reasoning performance of the NL2SQL model in the above complex situations, we introduce SQL-R1, a novel NL2SQL reasoning model trained by the reinforcement learning (RL) algorithms. We design a specialized RL-based reward function tailored for NL2SQL tasks and discussed the impact of cold start and synthetic data on the effectiveness of intensive training. In addition, we achieve competitive accuracy using only a tiny amount of synthetic NL2SQL data for augmented training and further explore data engineering for RL. In existing experiments, SQL-R1 achieves execution accuracy of 88.6\% and 67.1\% on the benchmark Spider and BIRD, respectively. The code is available at https://github.com/IDEA-FinAI/SQL-R1.
Applications · Language, Speech and Dialog
With the growing requirement for natural human-computer interaction, speech-based systems receive increasing attention as speech is one of the most common forms of daily communication. However, the existing speech models still experience high latency when generating the first audio token during streaming, which poses a significant bottleneck for deployment. To address this issue, we propose VITA-Audio, an end-to-end large speech model with fast audio-text token generation. Specifically, we introduce a lightweight Multiple Cross-modal Token Prediction (MCTP) module that efficiently generates multiple audio tokens within a single model forward pass, which not only accelerates the inference but also significantly reduces the latency for generating the first audio in streaming scenarios. In addition, a four-stage progressive training strategy is explored to achieve model acceleration with minimal loss of speech quality. To our knowledge, VITA-Audio is the first multi-modal large language model capable of generating audio output during the first forward pass, enabling real-time conversational capabilities with minimal latency. VITA-Audio is fully reproducible and is trained on open-source data only. Experimental results demonstrate that our model achieves an inference speedup of 3~5x at the 7B parameter scale, but also significantly outperforms open-source models of similar model size on multiple benchmarks for automatic speech recognition (ASR), text-to-speech (TTS), and spoken question answering (SQA) tasks.
Graphical User Interface (GUI) agents, powered by Large Foundation Models, have emerged as a transformative approach to automating human-computer interaction. These agents autonomously interact with digital systems via GUIs, emulating human actions such as clicking, typing, and navigating visual elements across diverse platforms. Motivated by the growing interest and fundamental importance of GUI agents, we provide a comprehensive survey that categorizes their benchmarks, evaluation metrics, architectures, and training methods. We propose a unified framework that delineates their perception, reasoning, planning, and acting capabilities. Furthermore, we identify important open challenges and discuss key future directions. Finally, this work serves as a basis for practitioners and researchers to gain an intuitive understanding of current progress, techniques, benchmarks, and critical open problems that remain to be addressed.
Utilizing Graphic User Interfaces (GUIs) for human-computer interaction is essential for accessing various digital tools. Recent advancements in Vision Language Models (VLMs) reveal significant potential for developing versatile agents that assist humans in navigating GUIs. However, current VLMs face challenges related to fundamental abilities, such as OCR and grounding, as well as a lack of knowledge about GUI elements functionalities and control methods. These limitations hinder their effectiveness as practical GUI agents. To address these challenges, we introduce GUICourse, a series of datasets for training visual-based GUI agents using general VLMs. First, we enhance the OCR and grounding capabilities of VLMs using the GUIEnv dataset. Next, we enrich the GUI knowledge of VLMs using the GUIAct and GUIChat datasets. Our experiments demonstrate that even a small-sized GUI agent (with 3.1 billion parameters) performs effectively on both single-step and multi-step GUI tasks. We further finetune our GUI agents on other GUI tasks with different action spaces (AITW and Mind2Web), and the results show that our agents are better than their baseline VLMs. Additionally, we analyze the impact of OCR and grounding capabilities through an ablation study, revealing a positive correlation with GUI navigation ability.
LLaMA-Omni 2: LLM-based Real-time Spoken Chatbot with Autoregressive Streaming Speech Synthesis
PDF ↗Real-time, intelligent, and natural speech interaction is an essential part of the next-generation human-computer interaction. Recent advancements have showcased the potential of building intelligent spoken chatbots based on large language models (LLMs). In this paper, we introduce LLaMA-Omni 2, a series of speech language models (SpeechLMs) ranging from 0.5B to 14B parameters, capable of achieving high-quality real-time speech interaction. LLaMA-Omni 2 is built upon the Qwen2.5 series models, integrating a speech encoder and an autoregressive streaming speech decoder. Despite being trained on only 200K multi-turn speech dialogue samples, LLaMA-Omni 2 demonstrates strong performance on several spoken question answering and speech instruction following benchmarks, surpassing previous state-of-the-art SpeechLMs like GLM-4-Voice, which was trained on millions of hours of speech data.
Large Language Models (LLMs) have become foundational in human-computer interaction, demonstrating remarkable linguistic capabilities across various tasks. However, there is a growing concern about their potential to perpetuate social biases present in their training data. In this paper, we comprehensively investigate the vulnerabilities of contemporary LLMs to various social bias attacks, including prefix injection, refusal suppression, and learned attack prompts. We evaluate popular models such as LLaMA-2, GPT-3.5, and GPT-4 across gender, racial, and religious bias types. Our findings reveal that models are generally more susceptible to gender bias attacks compared to racial or religious biases. We also explore novel aspects such as cross-bias and multiple-bias attacks, finding varying degrees of transferability across bias types. Additionally, our results show that larger models and pretrained base models often exhibit higher susceptibility to bias attacks. These insights contribute to the development of more inclusive and ethically responsible LLMs, emphasizing the importance of understanding and mitigating potential bias vulnerabilities. We offer recommendations for model developers and users to enhance the robustness of LLMs against social bias attacks.
Applications · Language, Speech and Dialog
Integrating spatial context into large language models (LLMs) has the potential to revolutionize human-computer interaction, particularly in wearable devices. In this work, we present a novel system architecture that incorporates spatial speech understanding into LLMs, enabling contextually aware and adaptive applications for wearable technologies. Our approach leverages microstructure-based spatial sensing to extract precise Direction of Arrival (DoA) information using a monaural microphone. To address the lack of existing dataset for microstructure-assisted speech recordings, we synthetically create a dataset by using the LibriSpeech dataset. This spatial information is fused with linguistic embeddings from OpenAI’s Whisper model, allowing each modality to learn complementary contextual representations. The fused embeddings are aligned with the input space of LLaMA-3.2 3B model and fine-tuned with lightweight adaptation technique LoRA to optimize for on-device processing. SING supports spatially-aware automatic speech recognition (ASR), achieving a mean error of 25.72°—a substantial improvement compared to the 88.52° median error in existing work—with a word error rate (WER) of 5.3. SING also supports soundscaping, for example, inference how many people were talking and their directions, with up to 5 people and a median DoA error of 16°. Our system demonstrates superior performance in spatial speech understanding while addressing the challenges of power efficiency, privacy, and hardware constraints, paving the way for advanced applications in augmented reality, accessibility, and immersive experiences.