Unmanned Aerial Vehicles, operating in environments with relatively few obstacles, offer high maneuverability and full three-dimensional mobility. This allows them to rapidly approach objects and perform a wide range of tasks often challenging for ground robots, making them ideal for exploration, inspection, aerial imaging, and everyday assistance. In this paper, we introduce AirStar, a UAV-centric embodied platform that turns a UAV into an intelligent aerial assistant: a large language model acts as the cognitive core for environmental understanding, contextual reasoning, and task planning. AirStar accepts natural interaction through voice commands and gestures, removing the need for a remote controller and significantly broadening its user base.It combines geospatial knowledge-driven long-distance navigation with contextual reasoning for fine-grained short-range control, resulting in an efficient and accurate vision-and-language navigation (VLN) capability. Furthermore, the system also offers built-in capabilities such as cross-modal question answering, intelligent filming, and target tracking. With a highly extensible framework, it supports seamless integration of new functionalities, paving the way toward a general-purpose, instruction-driven intelligent UAV agent.The supplementary PPT is available at https://buaa-colalab.github.io/airstar.github.io.
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As camera-equipped robotic platforms become increasingly integrated into daily life, robotic-generated videos have begun to appear on streaming media platforms, enabling us to envision a future where humans and robots coexist. We innovatively propose the concept of Robotic-Generated Content (RGC) to term these videos generated from egocentric perspective of robots. The perceptual quality of RGC videos is critical in human-robot interaction scenarios, and RGC videos exhibit unique distortions and visual requirements that differ markedly from those of professionally-generated content (PGC) videos and user-generated content (UGC) videos. However, dedicated research on quality assessment of RGC videos is still lacking. To address this gap and to support broader robotic applications, we establish the first Robotic-Generated Content Database (RGCD), which contains a total of 2,100 videos drawn from three robot categories and sourced from diverse platforms. A subjective VQA experiment is conducted subsequently to assess human visual perception of robotic-generated videos. Finally, we conduct a benchmark experiment to evaluate the performance of 11 state-of-the-art VQA models on our database. Experimental results reveal significant limitations in existing VQA models when applied to complex, robotic-generated content, highlighting a critical need for RGC-specific VQA models. Our RGCD is publicly available at: https://github.com/IntMeGroup/RGC-VQA.
Robotic task planning in real-world environments requires not only object recognition but also a nuanced understanding of spatial relationships between objects. We present a spatial-relationship-aware dataset of nearly 1,000 robot-acquired indoor images, annotated with object attributes, positions, and detailed spatial relationships. Captured using a Boston Dynamics Spot robot and labelled with a custom annotation tool, the dataset reflects complex scenarios with similar or identical objects and intricate spatial arrangements. We benchmark six state-of-the-art scene-graph generation models on this dataset, analysing their inference speed and relational accuracy. Our results highlight significant differences in model performance and demonstrate that integrating explicit spatial relationships into foundation models, such as ChatGPT 4o, substantially improves their ability to generate executable, spatially-aware plans for robotics. The dataset and annotation tool are publicly available at https://github.com/PengPaulWang/SpatialAwareRobotDataset, supporting further research in spatial reasoning for robotics.
Stereoscopic video has long been the subject of research due to its ability to deliver immersive three-dimensional content to a wide range of applications. The dual-view format inherently provides binocular disparity cues that enhance depth perception and realism, making it indispensable for fields such as telepresence, 3D mapping, and robotic vision. Until recently, however, end-to-end pipelines for capturing, encoding, and viewing high-quality stereoscopic video were neither widely accessible nor optimized for consumer-grade devices. Today's smartphones, such as the iPhone Pro, and modern Head-Mounted Displays (HMDs) like the Apple Vision Pro, offer built-in support for stereoscopic video capture, hardware-accelerated encoding, and seamless playback on devices like the Apple Vision Pro and Meta Quest 3, which require minimal user intervention. Apple refers to this streamlined workflow as spatial Video. Making the full stereoscopic video process available to everyone has made new applications possible. Despite these advances, there remains a notable absence of publicly available datasets that include the complete spatial video pipeline on consumer platforms, hindering reproducibility and comparative evaluation of emerging algorithms. In this paper, we introduce SVD, a spatial video dataset comprising 300 five-second video sequences, i.e., 150 captured using an iPhone Pro and 150 with an Apple Vision Pro. Additionally, 10 longer videos with durations ranging from 2 min, 29 s to 5 min have been recorded. The SVD dataset is publicly released to facilitate research in codec performance evaluation, subjective and objective Quality of Experience assessment, depth-based computer vision, stereoscopic video streaming, and other emerging 3D applications such as neural rendering and volumetric capture. Link to the dataset: https://cd-athena.github.io/SVD/.
The Human-Object Interaction (HOI) task explores the dynamic interactions between humans and objects in physical environments, providing essential biomechanical and cognitive-behavioral foundations for fields such as robotics, virtual reality, and human-computer interaction. However, existing HOI data sets focus on details of affordance, often neglecting the influence of physical properties of objects on human long-term motion. To bridge this gap, we introduce the PA-HOI Motion Capture dataset, which highlights the impact of objects' physical attributes on human motion dynamics, including human posture, moving velocity, and other motion characteristics. The dataset comprises 562 motion sequences of human-object interactions, with each sequence performed by subjects of different genders interacting with 35 3D objects that vary in size, shape, and weight. This dataset stands out by significantly extending the scope of existing ones for understanding how the physical attributes of different objects influence human posture, speed, motion scale, and interacting strategies. We further demonstrate the applicability of the PA-HOI dataset by integrating it with existing motion generation methods, validating its capacity to transfer realistic physical awareness.
Robot manipulation is a fundamental capability of embodied intelligence, enabling effective robot interactions with the physical world. In robotic manipulation tasks, predicting precise grasping positions and object placement is essential. Achieving this requires object recognition to localize target object, predicting object affordances for interaction and spatial affordances for optimal arrangement. While Vision-Language Models (VLMs) provide insights for high-level task planning and scene understanding, they often struggle to predict precise action positions, such as functional grasp points and spatial placements. This limitation stems from the lack of annotations for object and spatial affordance data in their training datasets. To address this gap, we introduce RoboAfford , a novel large-scale dataset designed to enhance object and spatial affordance learning in robot manipulation. Our dataset comprises 819,987 images paired with 1.9 million question answering (QA) annotations, covering three critical tasks: object affordance recognition to identify objects based on attributes and spatial relationships, object affordance prediction to pinpoint functional grasping parts, and spatial affordance localization to identify free space for placement. Complementing this dataset, we propose RoboAfford-Eval , a comprehensive benchmark for assessing affordance-aware prediction in real-world scenarios, featuring 338 meticulously annotated samples across the same three tasks. Extensive experimental results reveal the deficiencies of existing VLMs in affordance learning, while fine-tuning on the RoboAfford dataset significantly enhances their affordance prediction in robot manipulation, validating the dataset's effectiveness. The dataset, benchmark and evaluation code will be made publicly available to facilitate future research. Project website: https://roboafford-dataset.github.io/.
With the advances in surgical robotics, robot-assisted endoscopic submucosal dissection (ESD) enables rapid resection of large lesions, minimizing recurrence rates and improving long-term overall survival. Despite these advantages, ESD is technically challenging and carries high risks of complications, necessitating skilled surgeons and precise instruments. Recent advancements in Multimodal Large Language Models (MLLMs) offer promising decision support and predictive planning capabilities for robotic systems, which allow the robot to complete complex tasks in more challenging scenarios. However, the training of MLLMs requires large-scale, well-annotated datasets, and existing datasets for multi-level fine-grained ESD surgical motion reasoning are scarce and lack detailed annotations. In this paper, we design a hierarchical decomposition of ESD motion granularity and introduce a multi-level surgical motion dataset (CoPESD) for training MLLMs as the robotic Co-Pilot of Endoscopic Submucosal Dissection. CoPESD includes 17,679 images with 32,699 bounding boxes and 88,395 multi-level motions, from over 35 hours of ESD videos for both robot-assisted and conventional surgeries. Extensive experiments demonstrate the effectiveness of CoPESD in training MLLMs to comprehend surgical scenarios and reason following surgical robotic motions. As the first multimodal ESD motion dataset, CoPESD supports advanced research in ESD motion decision-making and surgical automation. The dataset is available at https://github.com/gkw0010/CoPESD.
To enable robots to comprehend high-level human instructions and perform complex tasks, a key challenge lies in achieving comprehensive scene understanding: interpreting and interacting with the 3D environment in a meaningful way. This requires a smart map that fuses accurate geometric structure with rich, human-understandable semantics. To address this, we introduce the 3D Queryable Scene Representation (3D QSR), a novel framework built on multimedia data that unifies three complementary 3D representations: (1) 3D-consistent novel view rendering and segmentation from panoptic reconstruction, (2) precise geometry from 3D point clouds, and (3) structured, scalable organization via 3D scene graphs. Built on an object-centric design, the framework integrates with large vision-language models to enable semantic queryability by linking multimodal object embeddings, and supporting object-level retrieval of geometric, visual, and semantic information. The retrieved data are then loaded into a robotic task planner for downstream execution. We evaluate our approach through simulated robotic task planning scenarios in Unity, guided by abstract language instructions and using the indoor public dataset Replica. Furthermore, we apply it in a digital duplicate of a real wet lab environment to test QSR-supported robotic task planning for emergency response. The results demonstrate the framework's ability to facilitate scene understanding and integrate spatial and semantic reasoning, effectively translating high-level human instructions into precise robotic task planning in complex 3D environments.
With the surge of large language models (LLMs), Large Vision-Language Models (VLMs)-which integrate vision encoders with LLMs for accurate visual grounding-have shown great potential in tasks like generalist agents and robotic control. However, VLMs are typically trained on massive web-scraped images, raising concerns over copyright infringement and privacy violations, and making data auditing increasingly urgent. Membership inference (MI), which determines whether a sample was used in training, has emerged as a key auditing technique, with promising results on open-source VLMs like LLaVA (AUC > 80%). In this work, we revisit these advances and uncover a critical issue: current MI benchmarks suffer from distribution shifts between member and non-member images, introducing shortcut cues that inflate MI performance. We further analyze the nature of these shifts and propose a principled metric based on optimal transport to quantify the distribution discrepancy. To evaluate MI in realistic settings, we construct new benchmarks with i.i.d. member and non-member images. Existing MI methods fail under these unbiased conditions, performing only marginally better than chance. Further, we explore the theoretical upper bound of MI by probing the Bayes Optimality within the VLM's embedding space and find the irreducible error rate remains high. Despite this pessimistic outlook, we analyze why MI for VLMs is particularly challenging and identify three practical scenarios-fine-tuning, access to ground-truth texts, and set-based inference-where auditing becomes feasible. Our study presents a systematic view of the limits and opportunities of MI for VLMs, providing guidance for future efforts in trustworthy data auditing. Code and data will be available at https://github.com/GradOpt/Revisiting-VLM-MIA\faGithub.
High-quality three-dimensional (3D) reconstruction from sparse views is critical for applications such as virtual and augmented reality, robotics, and digital content creation. While methods like Neural Radiance Fields (NeRF) and 3D Gaussian Splatting (3DGS) have shown strong performance in novel view synthesis, they struggle in few-shot settings, especially when scenes contain large occluded or unseen regions. The lack of explicit supervision for hidden content limits reconstruction completeness and realism. We propose See-Through-the-Occlusion Gaussian Splatting (STO-GS), a novel framework that rethinks occlusion modeling in static scenes. Drawing inspiration from four-dimensional Gaussian Splatting (4DGS), we reinterpret time as a proxy for occlusion depth and apply deformation-based opacity modulation to recover hidden layers. To provide supervision, we generate amodal views via diffusion-based inpainting, exposing occluded structures for training. A two-stage layered training pipeline further refines the reconstruction, with a multi-layer perceptron (MLP) adjusting Gaussian opacity across occlusion layers. STO-GS improves occlusion-aware reconstruction and achieves superior performance over existing few-shot 3DGS baselines, including a 0.51 dB gain on challenging datasets.
The perception and generation of Human-Object Interaction (HOI) are crucial for fields such as robotics, AR/VR, and human behavior understanding. However, current approaches model this task in an offline setting, where information at each time step can be drawn from the entire interaction sequence. In contrast, in real-world scenarios, the information available at each time step comes only from the current moment and historical data, i.e., an online setting. We find that offline methods perform poorly in an online context. Based on this observation, we propose two new tasks: Online HOI Generation and Perception. To address this task, we introduce the OnlineHOI framework, a network architecture based on the Mamba framework that employs a memory mechanism. By leveraging Mamba's powerful modeling capabilities for streaming data and the Memory mechanism's efficient integration of historical information, we achieve state-of-the-art results on the Core4D and OAKINK2 online generation tasks, as well as the online HOI4D perception task.
Recent advances in 4D Gaussian Splatting have boosted dynamic scene reconstruction and real-time rendering. However, current methods remain retrospective, lacking the ability to forecast future states-limiting their utility in tasks like autonomous navigation and robotics. To address these limitations, we propose FutureGS, a novel Gaussian-based dynamic scene representation framework tailored for continuous 3D future scene prediction and view synthesis. FutureGS introduces a dual-domain decoupled representation, consisting of a static 3D Gaussian base to maintain spatial consistency and a dynamic deformation field to explicitly model temporal motion evolution. To capture long-range dependencies and complex motion dynamics, we design a multi-window collaborative prediction strategy that leverages a sliding temporal window and a bidirectional LSTM-based temporal encoder for robust future motion estimation. Furthermore, we propose a KNN-based local rigidity-aware fusion mechanism, which adaptively regulates the prediction consistency based on local deformation intensity, enhancing the geometric stability and physical plausibility of future scenes. Extensive experiments on standard dynamic scene benchmarks, including D-NeRF and NeRF-DS, demonstrate that FutureGS achieves superior performance in terms of visual fidelity and spatiotemporal consistency, enabling real-time and photorealistic rendering from arbitrary viewpoints at future time steps.
Understanding 3D affordance is essential for agents to effectively interact with real-world environments, encompassing tasks such as manipulation and navigation. Existing methods typically support open-vocabulary queries through label-based language descriptions but often suffer from limited generalization and weak discriminative ability in their representations. However, affordance understanding requires constructing a coherent semantic landscape from fragmented linguistic expressions-one that preserves intra-class diversity while minimizing inter-class overlap. To address these challenges, we introduce Aff3DFunc, a framework designed to enhance the alignment between affordance and 3D geometry. It begins with a functional text enhancement module grounded in the Information Bottleneck (IB) principle, which strategically enriches affordance semantics by maximizing both relevance and diversity. A dual-encoder architecture is then employed to extract embeddings from both point clouds and text. To bridge the modality gap, we further propose a multilevel representation alignment strategy that incorporates supervised contrastive learning, reinforcing semantic-geometric correspondence in a part-to-whole manner. Extensive experiments demonstrate that our approach significantly enhances the understanding of affordance complexity. The learned representations exhibit high adaptability to diverse text queries, particularly in zero-shot settings. Furthermore, the real-world robot validation confirms that our method improves affordance understanding, enabling more fine-grained manipulation tasks.
Reconstructing transparent surfaces is essential for tasks such as robotic manipulation in labs, yet it poses a significant challenge for 3D reconstruction techniques like 3D Gaussian Splatting (3DGS). These methods often encounter a transparency-depth dilemma, where the pursuit of photorealistic rendering through standard α-blending undermines geometric precision, resulting in considerable depth estimation errors for transparent materials. To address this issue, we introduce Transparent Surface Gaussian Splatting (TSGS), a new framework that separates geometry learning from appearance refinement. In the geometry learning stage, TSGS focuses on geometry by using specular-suppressed inputs to accurately represent surfaces. In the second stage, TSGS improves visual fidelity through anisotropic specular modeling, crucially maintaining the established opacity to ensure geometric accuracy. To enhance depth inference, TSGS employs a first-surface depth extraction method. This technique uses a sliding window over α-blending weights to pinpoint the most likely surface location and calculates a robust weighted average depth. To evaluate the transparent surface reconstruction task under realistic conditions, we collect a TransLab dataset that includes complex transparent laboratory glassware. Extensive experiments on TransLab show that TSGS achieves accurate geometric reconstruction and realistic rendering of transparent objects simultaneously within the efficient 3DGS framework. Specifically, TSGS significantly surpasses current leading methods, achieving a 37.3% reduction in chamfer distance and an 8.0% improvement in F1 score compared to the top baseline. Additionally, TSGS maintains high-quality novel view synthesis, evidenced by a 0.41dB gain in PSNR, demonstrating that TSGS overcomes the transparency-depth dilemma. The code and dataset are available at https://longxiang-ai.github.io/TSGS/.
Augmented Reality (AR) enhances Human-Robot Interaction (HRI) by offering diverse interaction methods. However, existing systems often fail to resolve the conflict between a user's implicit preferences and physical ergonomics, leading to suboptimal experiences. We introduce InteractGuide, a novel framework that, for the first time, uses a Large Language Model (LLM) as a central reasoning engine to dynamically balance these competing factors. Our system translates physiological signals into a symbolic ''Preference Memory'' that the LLM reasons over, alongside real-time ergonomic and contextual data, to provide personalized interaction recommendations. A 29-participant study confirms our architecture improves efficiency and experience compared to single-factor approaches, showing the potential of LLMs as reasoning engines for complex AR-HRI. This work presents a validated end-to-end architecture for user-centric interaction adaptation, demonstrating the potential of LLMs as reasoning engines in complex AR-HRI systems.
There is a growing need for social robots and intelligent agents that can effectively interact with and support users. For the interactions to be seamless, the agents need to analyse social scenes and behavioural cues from their (robot's) perspective. Works that model human-agent interactions in social situations are few; and even those existing ones are computationally too intensive to be deployed in real time or perform poorly in real-world scenarios when only limited information is available. We propose a knowledge distillation framework that models social interactions through various multimodal cues, and yet is robust against incomplete and noisy information during inference. We train a teacher model with multimodal input (body, face and hand gestures, gaze, raw images) that transfers knowledge to a student model which relies solely on body pose. Extensive experiments on two publicly available human-robot interaction datasets demonstrate that our student model achieves an average accuracy gain of 14.75% over competitive baselines on multiple downstream social understanding tasks, even with up to 51% of its input being corrupted. The student model is also highly efficient - less than 1% in size of the teacher model in terms of parameters and its latency is 11.9% of the teacher model. Our code and related data are available at github.com/biantongfei/SocialEgoMobile.
CogDDN: A Cognitive Demand-Driven Navigation with Decision Optimization and Dual-Process Thinking
PDF ↗Mobile robots are increasingly required to navigate and interact within unknown and unstructured environments to meet human demands. Demand-driven navigation (DDN) enables robots to identify and locate objects based on implicit human intent, even when object locations are unknown. However, traditional data-driven DDN methods rely on pre-collected data for model training and decision-making, limiting their generalization capability in unseen scenarios. In this paper, we propose CogDDN, a VLM-based framework that emulates the human cognitive and learning mechanisms by integrating fast and slow thinking systems and selectively identifying key objects essential to fulfilling user demands. CogDDN identifies appropriate target objects by semantically aligning detected objects with the given instructions. Furthermore, it incorporates a dual-process decision-making module, comprising a Heuristic Process for rapid, efficient decisions and an Analytic Process that analyzes past errors, accumulates them in a knowledge base, and continuously improves performance. Chain of Thought (CoT) reasoning strengthens the decision-making process. Extensive closed-loop evaluations on the AI2Thor simulator with the ProcThor dataset show that CogDDN outperforms single-view camera-only methods by 15%, demonstrating significant improvements in navigation accuracy and adaptability. The project page is available at https://yuehaohuang.github.io/CogDDN/.
Commanding robots to do chores using natural language instructions has been a dream of us for a long time. The navigation capability, as one of the key foundational abilities to achieve this goal, has garnered significant attention in this regard. When human users instruct intelligent agent, the instructions they given sometimes exhibit slight discrepancies from navigable ones, as user's understanding of scene may not be up-to-date due to instant change of environments. This paper investigates 3 common scenarios where instructions and navigation scenes are imperfectly aligned: change of navigability, incorrect landmark references, and incorrect direction descriptions. We then propose an ImperfectVLN task and dataset for evaluating an agent's navigation performance under instruction and environment imperfectly matched conditions. Evaluation results indicate significant performance fluctuations in existing state-of-the-art models under modification scenarios including referred landmark removal and original path blockages. We also provide a series of result analyses and further insights. We aim for this new dataset to become a valuable benchmark, enhancing practical VLN tasks. We further design a reflection module based on our insights, allowing an agent to review its history and identify potential errors. Experiments show that this module improves the performance on ImperfectVLN by 4.4%.
Cross-category object perception is one of the essential upstream tasks for generelizable robot object interaction and manipulation. Recently, an increasing number of researchers are focusing on investigating visual Generalizable and Actionable Parts understanding at cross-category level perception. However, these works are built upon the RGB-D or point cloud input, that relies on the depth information capture. Under the circumstances of limited depth camera performance, e.g. transparent or light absorbing material, perception algorithms that do not require depth information are urgently needed. In this paper, we propose DFGAP, a novel depth-free framework for RGB-based GAParts segmentation and pose estimation. Specifically, we independently model the ill-pose problems from the absence of depth for GAPart segmentation and pose estimation, by clearly quantifying the pixel-wise segmentation probability and relative depth. We reduce the uncertainty and benefit learning in these two tasks. The experimental results demonstrate the superior performance and robustness of our DFGAP. Our work provides a new research paradigm in GAParts perception. We believe that our work has the enormous potential to be applied in many areas of embodied AI system.
Embodied artificial intelligence has rapidly developed under the impetus of multimodal learning, robotics, and cognitive science, demonstrating great potential in fields such as navigation and manipulation. However, building embodied agents that can robustly operate in diverse and dynamic environments still faces challenges, such as handling partial observability and environmental adaptability. Multimodal large language models (MLLMs) are vital for embodied intelligence due to their ability to process multimodal information, but they encounter difficulties in understanding spatial environments and performing dynamic decisions and evolution. Inspired by the functional specialization of the left and right hemispheres of the human brain, this paper proposes a brain-inspired learning and evolution paradigm for embodied agents. The method designs an embodied context-augmented MLLM to simulate the language processing and logical analysis capabilities of the left hemisphere, responsible for understanding instructions and visual scenes. At the same time, it constructs a perceptual context-guided world model based on the recurrent state space model to simulate the spatial perception and holistic thinking functions of the right hemisphere, capturing environmental dynamics and predicting future states. By simulating the communication function of the corpus callosum, we propose dynamic communication slots for efficient information exchange between MLLMs and the world model, which also allows the agent to quickly adapt to dynamic environments without requiring extensive computational resources. Experiments show that the proposed paradigm significantly improves the performance of embodied agents in a series of tasks and enhances their generalization ability in zero-shot tasks through embodied exploration experience and online evolution. Our project page is available at https://feliciaxyao.github.io/EvoAgent/.