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208篇论文匹配“Human-computer interaction”
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Position · Methodology

Michael Kirchhof, Gjergji Kasneci, Enkelejda Kasneci

Large-language models (LLMs) and chatbot agents are known to provide wrong outputs at times, and it was recently found that this can never be fully prevented. Hence, uncertainty quantification plays a crucial role, aiming to quantify the level of ambiguity in either one overall number or two numbers for aleatoric and epistemic uncertainty. This position paper argues that this traditional dichotomy of uncertainties is too limited for the open and interactive setup that LLM agents operate in when communicating with a user, and that we need to research avenues that enrich uncertainties in this novel scenario. We review the literature and find that popular definitions of aleatoric and epistemic uncertainties directly contradict each other and lose their meaning in interactive LLM agent settings. Hence, we propose three novel research directions that focus on uncertainties in such human-computer interactions: Underspecification uncertainties, for when users do not provide all information or define the exact task at the first go, interactive learning, to ask follow-up questions and reduce the uncertainty about the current context, and output uncertainties, to utilize the rich language and speech space to express uncertainties as more than mere numbers. We expect that these new ways of dealing with and communicating uncertainties will lead to LLM agent interactions that are more transparent, trustworthy, and intuitive.

zehan wang, Ziang Zhang, Minjie Hong, Hang Zhang, Luping Liu, Rongjie Huang, Xize Cheng, Shengpeng Ji, Tao Jin, Hengshuang Zhao 等

Recently, human-computer interaction with various modalities has shown promising applications, like GPT-4o and Gemini. Meanwhile, multimodal representation models have emerged as the foundation for these versatile multimodal understanding and generation pipeline. Models like CLIP, CLAP and ImageBind can map their specialized modalities into respective joint spaces. To construct a high-quality omni representation space that can be shared and expert in any modality, we propose to merge these advanced models into a unified space in scale. With this insight, we present \textbf{OmniBind}, advanced multimodal joint representation models via fusing knowledge of 14 pre-trained spaces, which support 3D, audio, image, video and language inputs. To alleviate the interference between different knowledge sources in integrated space, we dynamically assign weights to different spaces by learning routers with two objectives: cross-modal overall alignment and language representation decoupling. Notably, since binding and routing spaces only require lightweight networks, OmniBind is extremely training-efficient. Extensive experiments demonstrate the versatility and superiority of OmniBind as an omni representation model, highlighting its great potential for diverse applications, such as any-query and composable multimodal understanding.

Applications · Computer Vision

Henry Zheng, Hao Shi, Qihang Peng, Yong Xien Chng, Rui Huang, Yepeng Weng, zhongchao shi, Gao Huang

Enabling intelligent agents to comprehend and interact with 3D environments through natural language is crucial for advancing robotics and human-computer interaction. A fundamental task in this field is ego-centric 3D visual grounding, where agents locate target objects in real-world 3D spaces based on verbal descriptions. However, this task faces two significant challenges: (1) loss of fine-grained visual semantics due to sparse fusion of point clouds with ego-centric multi-view images, (2) limited textual semantic context due to arbitrary language descriptions. We propose DenseGrounding, a novel approach designed to address these issues by enhancing both visual and textual semantics. For visual features, we introduce the Hierarchical Scene Semantic Enhancer, which retains dense semantics by capturing fine-grained global scene features and facilitating cross-modal alignment. For text descriptions, we propose a Language Semantic Enhancer that leverage large language models to provide rich context and diverse language descriptions with additional context during model training. Extensive experiments show that DenseGrounding significantly outperforms existing methods in overall accuracy, achieving improvements of **5.81%** and **7.56%** when trained on the comprehensive full training dataset and smaller mini subset, respectively, further advancing the SOTA in ego-centric 3D visual grounding. Our method also achieves **1st place** and receives **Innovation Award** in the 2024 Autonomous Grand Challenge Multi-view 3D Visual Grounding Track, validating its effectiveness and robustness.

Aohan Zeng, Zhengxiao Du, Mingdao Liu, Lei Zhang, shengmin jiang, Yuxiao Dong, Jie Tang

Speech language models (SpeechLMs) accept speech input and produce speech output, allowing for more natural human-computer interaction compared to text-based large language models (LLMs).Traditional approaches for developing SpeechLMs are constrained by the limited availability of unsupervised speech data and parallel speech-text data, which are significantly less abundant compared to text pre-training data, thereby limiting their scalability as LLMs.We propose a novel approach to scaling speech-text pre-training by leveraging large-scale synthetic interleaved data derived from text corpora, eliminating the need for parallel speech-text datasets.Our method efficiently constructs speech-text interleaved data by sampling text spans from existing text corpora and synthesizing corresponding speech spans using a text-to-token model, bypassing the need to generate actual speech.We also employ a supervised speech tokenizer derived from an automatic speech recognition (ASR) model by incorporating a vector-quantized bottleneck into the encoder. This supervised training approach results in discrete speech tokens with strong semantic preservation even at lower sampling rates (e.g. 12.5Hz), while still maintaining speech reconstruction quality.Starting from a pre-trained language model and scaling our pre-training to 1 trillion tokens (with 600B synthetic interleaved speech-text data), we achieve state-of-the-art performance in both speech language modeling and spoken question answering, improving performance on spoken questions tasks from the previous SOTA of 13\% (Moshi) to 31\%.We further demonstrate that by fine-tuning the pre-trained model with speech dialogue data, we can develop an end-to-end spoken chatbot that achieves competitive performance comparable to existing baselines in both conversational abilities and speech quality, even operating exclusively in the speech domain.

Reinforcement Learning · Planning

Saaket Agashe, Jiuzhou Han, Shuyu Gan, Jiachen Yang, Ang Li, Xin Wang

We present Agent S, an open agentic framework that enables autonomous interaction with computers through Graphical User Interface (GUI), aimed at transforming human-computer interaction by automating complex, multi-step tasks. Agent S addresses three key challenges in automating computer tasks: acquiring domain-specific knowledge, planning over long task horizons, and handling dynamic, non-uniform interfaces. To this end, Agent S introduces experience-augmented hierarchical planning, which learns from external knowledge search and internal experience retrieval at multiple levels, facilitating efficient task planning and subtask execution. In addition, it employs an Agent-Computer Interface (ACI) to better elicit the reasoning and control capabilities of GUI agents based on Multimodal Large Language Models (MLLMs). Evaluation on the OSWorld benchmark shows that Agent S outperforms the baseline by 9.37\% on success rate (an 83.6\% relative improvement) and achieves a new state-of-the-art. Comprehensive analysis highlights the effectiveness of individual components and provides insights for future improvements. Furthermore, Agent S demonstrates broad generalizability to different operating systems on a newly-released WindowsAgentArena benchmark. Code available at https://github.com/simular-ai/Agent-S.

Raghav Kapoor, Yash Parag Butala, Melisa A Russak, Jing Yu Koh, Kiran Kamble, Waseem AlShikh, Ruslan Salakhutdinov

For decades, human-computer interaction has fundamentally been manual. Even today, almost all productive work done on the computer necessitates human input at every step. Autonomous virtual agents represent an exciting step in automating many of these menial tasks. Virtual agents would empower users with limited technical proficiency to harness the full possibilities of computer systems. They could also enable the efficient streamlining of numerous computer tasks, ranging from calendar management to complex travel bookings, with minimal human intervention. In this paper, we introduce OmniACT, the first-of-a-kind dataset and benchmark for assessing an agent's capability to generate executable programs to accomplish computer tasks. Our scope extends beyond traditional web automation, covering a diverse range of desktop applications. The dataset consists of fundamental tasks such as "Play the next song", as well as longer horizon tasks such as "Send an email to John Doe mentioning the time and place to meet". Specifically, given a pair of screen image and a visually-grounded natural language task, the goal is to generate a script capable of fully executing the task. We run several strong baseline language model agents on our benchmark. The strongest baseline, GPT-4, performs the best on our benchmark However, its performance level still reaches only 15% of the human proficiency in generating executable scripts capable of completing the task, demonstrating the challenge of our task for conventional web agents. Our benchmark provides a platform to measure and evaluate the progress of language model agents in automating computer tasks and motivates future work towards building multimodal models that bridge large language models and the visual grounding of computer screens.

WENCAN CHENG, Eun-Ji Kim, Jong Hwan Ko

The extraction of keypoint positions from input hand frames, known as 3D hand pose estimation, is crucial for various human-computer interaction applications. However, current approaches often struggle with the dynamic nature of self-occlusion of hands and intra-occlusion with interacting objects. To address this challenge, this paper proposes the Denoising Adaptive Graph Transformer, HandDAGT, for hand pose estimation. The proposed HandDAGT leverages a transformer structure to thoroughly explore effective geometric features from input patches. Additionally, it incorporates a novel attention mechanism to adaptively weigh the contribution of kinematic correspondence and local geometric features for the estimation of specific keypoints. This attribute enables the model to adaptively employ kinematic and local information based on the occlusion situation, enhancing its robustness and accuracy. Furthermore, we introduce a novel denoising training strategy aimed at improving the model's robust performance in the face of occlusion challenges. Experimental results show that the proposed model significantly outperforms the existing methods on four challenging hand pose benchmark datasets. Codes and pre-trained models are publicly available at https://anonymous.4open.science/r/HandDAGT-C313.

Jian Yang, Jiakun Li, Guoming Li, Huaiyu Wu, Zhen Shen, Zhaoxin Fan

Multi-view hand reconstruction is a critical task for applications in virtual reality and human-computer interaction, but it remains a formidable challenge. Although existing multi-view hand reconstruction methods achieve remarkable accuracy, they typically come with an intensive computational burden that hinders real-time inference. To this end, we propose MLPHand, a novel method designed for real-time multi-view single hand reconstruction. MLPHand consists of two primary modules: (1) a lightweight MLP-based Skeleton2Mesh model that efficiently recovers hand meshes from hand skeletons, and (2) a multi-view geometry feature fusion prediction module that enhances the Skeleton2Mesh model with detailed geometric information from multiple views. Experiments on three widely used datasets demonstrate that MLPHand can reduce computational complexity by 90% while achieving comparable reconstruction accuracy to existing state-of-the-art baselines.

Meng Chu, Zhedong Zheng, Wei Ji, Tingyu Wang, Tat-Seng Chua

Navigating drones through natural language commands remains challenging due to the dearth of accessible multi-modal datasets and the stringent precision requirements for aligning visual and textual data. To address this pressing need, we introduce GeoText-1652, a new natural language-guided geo-localization benchmark. This dataset is systematically constructed through an interactive human-computer process leveraging Large Language Model (LLM) driven annotation techniques in conjunction with pre-trained vision models. GeoText-1652 extends the established University-1652 image dataset with spatial-aware text annotations, thereby establishing one-to-one correspondences between image, text, and bounding box elements. We further introduce a new optimization objective to leverage fine-grained spatial associations, called blending spatial matching, for region-level spatial relation matching. Extensive experiments reveal that our approach maintains a competitive recall rate comparing other prevailing cross-modality methods. This underscores the promising potential of our approach in elevating drone control and navigation through the seamless integration of natural language commands in real-world scenarios.

Junho Park, Kyeongbo Kong, Suk-Ju Kang

Recently, there has been a significant amount of research conducted on 3D hand reconstruction to use various forms of human-computer interaction. However, 3D hand reconstruction in the wild is challenging due to extreme lack of in-the-wild 3D hand datasets. Especially, when hands are in complex pose such as interacting hands, the problems like appearance similarity, self-handed occclusion and depth ambiguity make it more difficult. To overcome these issues, we propose AttentionHand, a novel method for text-driven controllable hand image generation. Since AttentionHand can generate various and numerous in-the-wild hand images well-aligned with 3D hand label, we can acquire a new 3D hand dataset, and can relieve the domain gap between indoor and outdoor scenes. Our method needs easy-to-use four modalities (i.e, an RGB image, a hand mesh image from 3D label, a bounding box, and a text prompt.) These modalities are embedded into the latent space by the encoding phase. Then, through the text attention stage, hand-related tokens from the given text prompt are attended to highlight hand-related regions of the latent embedding. After the highlighted embedding is fed to the visual attention stage, hand-related regions in the embedding are attended by conditioning global and local hand mesh images with the diffusion-based pipeline. In the decoding phase, the final feature is decoded to new hand images, which are well-aligned with the given hand mesh image and text prompt. As a result, AttentionHand achieved state-of-the-art among text-to-hand image generation models, and the performance of 3D hand mesh reconstruction was improved by additionally training with hand images generated by AttentionHand.

jiahui yuan, Hebei Li, Yansong Peng, Jin Wang, Yuheng Jiang, Yueyi Zhang, Xiaoyan Sun

Head pose estimation (HPE) is crucial for various applications, including human-computer interaction, augmented reality, and driver monitoring. However, traditional RGB-based methods struggle in challenging conditions like sudden movement and extreme lighting. Event cameras, as a neuromorphic sensor, have the advantages of high temporal resolution and high dynamic range, offering a promising solution for HPE. However, the lack of paired event and head pose data hinders the full potential of event-based HPE. To address this, we introduce two large-scale, diverse event-based head pose datasets encompassing 282 sequences across different resolutions and scenarios. Furthermore, we propose the event-based HPE network, featuring two novel modules: the Event Spatial-Temporal Fusion (ESTF) module and the Event Motion Perceptual Attention (EMPA) module. The ESTF module effectively combines spatial and temporal information from the event streams, while the EMPA module captures crucial motion details across the scene using a large receptive field. We also propose a unified loss function to optimize the network using both angle and rotation matrix information. Extensive experiments demonstrate the superior performance of our network on both datasets, showcasing its effectiveness in handling HPE across various challenging scenarios. The datasets and code are available at https://github.com/Jiahui-Yuan-1/EVHPE

Sheng Fan, Rui Liu, Wenguan Wang, Yi Yang

Navigation instruction generation, which requires embodied agents to describe the navigation routes, has been of great interest in robotics and human-computer interaction. Existing studies directly map the sequence of 2D perspective observations to route descriptions. Though straightforward, they overlook the geometric information and object semantics of the 3D environment. To address these challenges, we propose BEVInstructor that incorporates Bird’s Eye View (BEV) features into Multi-Modal Large Language Models (MLLMs) for embodied instruction generation. Specifically, BEVInstructor constructs a Perspective-BEV Visual Encoder to boost the comprehension of 3D environments by fusing the BEV and perspective features. The fused embeddings are served as visual prompts for MLLMs. To leverage the powerful language capabilities of MLLMs, perspective-BEV prompt tuning is proposed for parameter-efficient updating. Based on the perspective-BEV prompts, we further devise an instance-guided iterative refinement pipeline, which improves the instructions in a progressive manner. BEVInstructor achieves impressive performance across diverse datasets (i.e., R2R, REVERIE, and UrbanWalk). Our code will be released.

Jia Li 0013, Yangchen Yu, Yin Chen, Yu Zhang 0082, Peng Jia, Yunbo Xu, Ziqiang Li, Meng Wang 0001, Richang Hong

Engagement estimation plays a crucial role in understanding human social behaviors, attracting increasing research interests in fields such as affective computing and human-computer interaction. In this paper, we propose a Dialogue-Aware Transformer framework (DAT) with Modality-Group Fusion (MGF), which relies solely on audio-visual input and is language-independent, for estimating human engagement in conversations. Specifically, our method employs a modality-group fusion strategy that independently fuses audio and visual features within each modality for each person before inferring the entire audio-visual content. This strategy significantly enhances the model's performance and robustness. Additionally, to better estimate the target participant's engagement levels, the introduced Dialogue-Aware Transformer considers both the participant's behavior and cues from their conversational partners. Our method was rigorously tested in the Multi-Domain Engagement Estimation Challenge held by MultiMediate'24, demonstrating notable improvements in engagement-level regression precision over the baseline model. Notably, our approach achieves a CCC score of 0.76 on the NoXi Base test set and an average CCC of 0.64 across the NoXi Base, NoXi-Add, and MPIIGI test sets. The source code will be available at https://github.com/MSA-LMC/DAT.

Deepak Kumar, Surbhi Madan, Pradeep Singh, Abhinav Dhall, Balasubramanian Raman

Engagement estimation is crucial for advancing natural human-computer interaction, allowing artificial agents to dynamically adjust their responses based on user engagement levels and creating more intuitive and immersive experiences. Despite advancements in automating real-time engagement estimation, challenges persist in real-world scenarios due to the complex nature of multi-modal human social signals. This paper proposes a novel cross-modality fusion-based methodology to address these challenges by leveraging multi-modal data. Our approach integrates visual and audio features, such as facial motion, acoustic characteristics, Contrastive Language-Image Pretraining (CLIP), and semantic embeddings. These features first pass through a transformer encoder, are then combined and processed through a cross-modal fusion mechanism, ensuring robust integration. The final integrated features are then used to predict engagement scores. This hierarchical and self-normalizing approach enhances the accuracy of engagement estimation by effectively capturing dependencies within and between modalities. The experiments are conducted on multimediate's NoXI and MPIIGroupInteraction datasets and the results demonstrates competitive performance in estimating engagement levels, addressing the complex, context-dependent nature of human engagement. Specifically, our approach achieves a Global Concordance Correlation Coefficient (CCC) score approximately (56.1%) higher than the baseline. This work contributes to developing more intelligent and responsive artificial systems, enhancing user experiences across various interactive applications.

Yuxiang Yang 0009, Lu Wen, Xinyi Zeng, Yuanyuan Xu, Xi Wu 0004, Jiliu Zhou, Yan Wang 0015

Facial Expression Recognition (FER) holds significant importance in human-computer interactions. Existing cross-domain FER methods often transfer knowledge solely from a single labeled source domain to an unlabeled target domain, neglecting the comprehensive information across multiple sources. Nevertheless, cross-multidomain FER (CMFER) is very challenging for (i) the inherent inter-domain shifts across multiple domains and (ii) the intra-domain shifts stemming from the ambiguous expressions and low inter-class distinctions. In this paper, we propose a novel Learning with Alignments CMFER framework, named LA-CMFER, to handle both inter- and intra-domain shifts. Specifically, LA-CMFER is constructed with a global branch and a local branch to extract features from the full images and local subtle expressions, respectively. Based on this, LA-CMFER presents a dual-level inter-domain alignment method to force the model to prioritize hard-to-align samples in knowledge transfer at a sample level while gradually generating a well-clustered feature space with the guidance of class attributes at a cluster level, thus narrowing the inter-domain shifts. To address the intra-domain shifts, LA-CMFER introduces a multi-view intra-domain alignment method with a multi-view clustering consistency constraint where a prediction similarity matrix is built to pursue consistency between the global and local views, thus refining pseudo labels and eliminating latent noise. Extensive experiments on six benchmark datasets have validated the superiority of our LA-CMFER.

Yuanyuan Shi, Yunan Li 0001, Siyu Liang 0002, Huizhou Chen, Qiguang Miao

Gesture recognition plays a crucial role in natural human-computer interaction and sign language recognition. Despite considerable progress in normal daylight, research dedicated to gesture recognition in dark environments is scarce. This is partly due to the lack of sufficient datasets for such a task. We bridge the gap of the lack of data for this task by collecting a new dataset: a large-scale multimodal video dataset for gesture recognition in darkness (MGR-Dark). MGR-Dark is distinguished from existing gesture datasets by its gesture collection in darkness, multimodal videos(RGB, Depth, and Infrared), and high video quality. To the best of our knowledge, this is the first multimodal dataset dedicated to human gesture action in dark videos of high quality. Building upon this, we propose a Modality Translation and Cross-modal Distillation (MTCD) RGB-IR benchmark framework. Specifically, the modality translator is firstly utilized to transfer RGB data to pseudo-Infrared data, a progressive cross-modal feature distillation module is then designed to exploit the underlying relations between RGB, pseudo-Infrared and Infrared modalities to guide RGB feature learning. The experiments demonstrate that the dataset and benchmark proposed in this paper are expected to advance research in gesture recognition in dark videos. Our dataset and code can be found at https://github.com/Grass-Shi/MGR-DarkMGR-Dark.

Suyeon Shim, Dohyun Ko, Hosung Lee, Seokki Lee, Doyoon Song, Sanha Hwang, Sejin Kim, Sundong Kim

We introduce O2ARC 3.0 interface for the Abstraction and Reasoning Corpus (ARC). O2ARC 3.0 gamifies the experience, fostering user engagement through competitive features and community-driven problem creation and evaluation. Built with a React frontend and NestJS backend, the platform provides a responsive and intuitive interface for efficient rule inference. This approach not only improves data collection for AI training but also enhances the problem-solving process, offering a scalable solution for advancing cognitive AI research. O2ARC is available at https://o2arc.com.

Andrey V. Savchenko, Lyudmila V. Savchenko

In this paper, we introduce the novel technological framework for the development of emotional dialogue systems. Inspired by the "Inside Out" film, we propose to use multiple emotional agents based on Large Language Models (LLMs) to prepare answers to a user query. Their answers are aggregated into a single response, taking into account the current emotional state of a user. The latter is estimated by video-based facial expression recognition (FER). We introduce several publicly available lightweight neural networks that show near state-of-the-art results on the AffectNet dataset. Qualitative examples using either GPT-3.5 or LLama2 and Mistral demonstrate that the proposed approach leads to more emotional responses in LLMs.

Timothy Rupprecht, Sung-En Chang, Yushu Wu, Lei Lu, Enfu Nan, Chih-hsiang Li, Caiyue Lai, Zhimin Li, Zhijun Hu, Yumei He 等

We present a novel prompting strategy for artificial intelligence driven digital avatars. To better quantify how our prompting strategy affects anthropomorphic features like humor, authenticity, and favorability we present Crowd Vote - an adaptation of Crowd Score that allows for judges to elect a large language model (LLM) candidate over competitors answering the same or similar prompts. To visualize the responses of our LLM, and the effectiveness of our prompting strategy we propose an end-to-end framework for creating high-fidelity artificial intelligence (AI) driven digital avatars. This pipeline effectively captures an individual's essence for interaction and our streaming algorithm delivers a high-quality digital avatar with real-time audio-video streaming from server to mobile device. Both our visualization tool, and our Crowd Vote metrics demonstrate our AI driven digital avatars have state-of-the-art humor, authenticity, and favorability outperforming all competitors and baselines. In the case of our Donald Trump and Joe Biden avatars, their authenticity and favorability are rated higher than even their real-world equivalents.

Yunseo Moon, Hyunmin Lee, SeungYoung Oh, Hyunggu Jung

SaGol is an AI-powered application to improve image accessibility for people with visual impairments (PVI) users. Alternative (alt) text, a general method of web accessibility for PVI users, is text or phrases that describe images on a website in an understandable way. SaGol generates alt text with the images on the user's smartphone using a vision large language model called MiniGPT-4. SaGol searches for similar images based on the generated alt text. We evaluated the length of alt text and the search accuracy. This paper shows a potential opportunity to improve image accessibility for PVI users.