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208篇论文匹配“Human-computer interaction”
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Human-computer interaction

Wang Haoming, Zhaoming Tian, Yunpeng Song, Xiangliang Zhang, Zhongmin Cai

In human-AI collaborative tasks, the distribution of human behavior, influenced by mental models, is non-stationary, manifesting in various levels of initiative and different collaborative strategies. A significant challenge in human-AI collaboration is determining how to collaborate effectively with humans exhibiting non-stationary dynamics. Current collaborative agents involve initially running self-play (SP) multiple times to build a policy pool, followed by training the final adaptive policy against this pool. These agents themselves are a single policy network, which is $\textbf{insufficient for handling non-stationary human dynamics}$. We discern that despite the inherent diversity in human behaviors, the $\textbf{underlying meta-tasks within specific collaborative contexts tend to be strikingly similar}$. Accordingly, we propose $\textbf{C}$ollaborative $\textbf{B}$ayesian $\textbf{P}$olicy $\textbf{R}$euse ($\textbf{CBPR}$), a novel Bayesian-based framework that $\textbf{adaptively selects optimal collaborative policies matching the current meta-task from multiple policy networks}$ instead of just selecting actions relying on a single policy network. We provide theoretical guarantees for CBPR's rapid convergence to the optimal policy once human partners alter their policies. This framework shifts from directly modeling human behavior to identifying various meta-tasks that support human decision-making and training meta-task playing (MTP) agents tailored to enhance collaboration. Our method undergoes rigorous testing in a well-recognized collaborative cooking simulator, $\textit{Overcooked}$. Both empirical results and user studies demonstrate CBPR's superior competitiveness compared to existing baselines.

Human-computer interaction

Ruijiang Gao, Mingzhang Yin, Maytal Saar-Tsechansky

Machine learning systems are widely used in many high-stakes contexts in which experimental designs for assigning treatments are infeasible. When evaluating decisions is costly, such as investigating fraud cases, or evaluating biopsy decisions, a sample-efficient strategy is needed. However, while existing active learning methods assume humans will always label the instances selected by the machine learning model, in many critical applications, humans may decline to label instances selected by the machine learning model due to reasons such as regulation constraint, domain knowledge, or algorithmic aversion, thus not sample efficient. In this paper, we study the Active Learning with Instance Rejection (ALIR) problem, which considers the human discretion behavior for high-stakes decision making problems. We propose new active learning algorithms under deep bayesian active learning for selective labeling (SEL-BALD) to address the ALIR problem. Our algorithms consider how to acquire information for both the machine learning model and the human discretion model. We conduct experiments on both synthetic and real-world datasets to demonstrate the effectiveness of our proposed algorithms.

Human-computer interaction

Changli Wu, qi chen, Jiayi Ji, Haowei Wang, Yiwei Ma, You Huang, Gen Luo, Hao Fei, Xiaoshuai Sun, Rongrong Ji

3D Referring Expression Segmentation (3D-RES) aims to segment 3D objects by correlating referring expressions with point clouds. However, traditional approaches frequently encounter issues like over-segmentation or mis-segmentation, due to insufficient emphasis on spatial information of instances. In this paper, we introduce a Rule-Guided Spatial Awareness Network (RG-SAN) by utilizing solely the spatial information of the target instance for supervision. This approach enables the network to accurately depict the spatial relationships among all entities described in the text, thus enhancing the reasoning capabilities. The RG-SAN consists of the Text-driven Localization Module (TLM) and the Rule-guided Weak Supervision (RWS) strategy. The TLM initially locates all mentioned instances and iteratively refines their positional information. The RWS strategy, acknowledging that only target objects have supervised positional information, employs dependency tree rules to precisely guide the core instance’s positioning. Extensive testing on the ScanRefer benchmark has shown that RG-SAN not only establishes new performance benchmarks, with an mIoU increase of 5.1 points, but also exhibits significant improvements in robustness when processing descriptions with spatial ambiguity. All codes are available at https://github.com/sosppxo/RG-SAN.

Human-computer interaction

Giovanni De Toni, Nastaran Okati, Suhas Thejaswi, Eleni Straitouri, Manuel Rodriguez

Decision support systems based on prediction sets have proven to be effective at helping human experts solve classification tasks. Rather than providing single-label predictions, these systems provide sets of label predictions constructed using conformal prediction, namely prediction sets, and ask human experts to predict label values from these sets. In this paper, we first show that the prediction sets constructed using conformal prediction are, in general, suboptimal in terms of average accuracy. Then, we show that the problem of finding the optimal prediction sets under which the human experts achieve the highest average accuracy is NP-hard. More strongly, unless P = NP, we show that the problem is hard to approximate to any factor less than the size of the label set. However, we introduce a simple and efficient greedy algorithm that, for a large class of expert models and non-conformity scores, is guaranteed to find prediction sets that provably offer equal or greater performance than those constructed using conformal prediction. Further, using a simulation study with both synthetic and real expert predictions, we demonstrate that, in practice, our greedy algorithm finds near-optimal prediction sets offering greater performance than conformal prediction.

Human-computer interaction

Zhenyu Lou, Qiongjie Cui, Tuo Wang, Zhenbo Song, Luoming Zhang, Cheng Cheng, Haofan Wang, Xu Tang, Huaxia Li, Hong Zhou

Diverse human motion prediction (HMP) is a fundamental application in computer vision that has recently attracted considerable interest. Prior methods primarily focus on the stochastic nature of human motion, while neglecting the specific impact of external environment, leading to the pronounced artifacts in prediction when applied to real-world scenarios. To fill this gap, this work introduces a novel task: predicting diverse human motion within real-world 3D scenes. In contrast to prior works, it requires harmonizing the deterministic constraints imposed by the surrounding 3D scenes with the stochastic aspect of human motion. For this purpose, we propose DiMoP3D, a diverse motion prediction framework with 3D scene awareness, which leverages the 3D point cloud and observed sequence to generate diverse and high-fidelity predictions. DiMoP3D is able to comprehend the 3D scene, and determines the probable target objects and their desired interactive pose based on the historical motion. Then, it plans the obstacle-free trajectory towards these interested objects, and generates diverse and physically-consistent future motions. On top of that, DiMoP3D identifies deterministic factors in the scene and integrates them into the stochastic modeling, making the diverse HMP in realistic scenes become a controllable stochastic generation process. On two real-captured benchmarks, DiMoP3D has demonstrated significant improvements over state-of-the-art methods, showcasing its effectiveness in generating diverse and physically-consistent motion predictions within real-world 3D environments.

Language · Dialogue

Ruosen Li, Ruochen Li, Barry Wang, Xinya Du

To evaluate Large Language Models (LLMs) for question answering (QA), traditional methods typically focus on directly assessing the immediate responses generated by the models based on the given question and context. In the common use case of humans seeking AI assistant’s help in finding information, these non-interactive evaluations do not account for the dynamic nature of human-model conversations, and interaction-aware evaluations have shown that accurate models are not necessarily preferred by humans Lee et al. Recent works in human-computer interaction (HCI) have employed human evaluators to conduct interactions and evaluations, but they are often prohibitively expensive and time-consuming to scale. In this work, we introduce an automated evaluation framework IQA-EVAL to Interactive Question Answering Evaluations, more specifically, we introduce LLM-based Evaluation Agent (LEA) that can: (1) simulate human behaviors to generate interactions with IQA models; (2) automatically evaluate the generated interactions. Moreover, we propose assigning personas to LEAs to better simulate groups of real human evaluators. We show that: (1) our evaluation framework with GPT-4 (or Claude) as the backbone model achieves a high correlation with human evaluations on the IQA task; (2) assigning personas to LEA to better represent the crowd further significantly improves correlations. Finally, we use our automated metric to evaluate five recent LLMs with over 1000 questions from complex and ambiguous question answering tasks, which would cost $5k if evaluated by humans.

Human-computer interaction

Changli Wu, qi chen, Jiayi Ji, Haowei Wang, Yiwei Ma, You Huang, Gen Luo, Hao Fei, Xiaoshuai Sun, Rongrong Ji

3D Referring Expression Segmentation (3D-RES) aims to segment 3D objects by correlating referring expressions with point clouds. However, traditional approaches frequently encounter issues like over-segmentation or mis-segmentation, due to insufficient emphasis on spatial information of instances. In this paper, we introduce a Rule-Guided Spatial Awareness Network (RG-SAN) by utilizing solely the spatial information of the target instance for supervision. This approach enables the network to accurately depict the spatial relationships among all entities described in the text, thus enhancing the reasoning capabilities. The RG-SAN consists of the Text-driven Localization Module (TLM) and the Rule-guided Weak Supervision (RWS) strategy. The TLM initially locates all mentioned instances and iteratively refines their positional information. The RWS strategy, acknowledging that only target objects have supervised positional information, employs dependency tree rules to precisely guide the core instance’s positioning. Extensive testing on the ScanRefer benchmark has shown that RG-SAN not only establishes new performance benchmarks, with an mIoU increase of 5.1 points, but also exhibits significant improvements in robustness when processing descriptions with spatial ambiguity. All codes are available at https://github.com/sosppxo/RG-SAN.

Human-computer interaction

Bo Miao, Mingtao Feng, Zijie Wu, Mohammed Bennamoun, Yongsheng Gao, Ajmal Mian

We introduce Referring Human Pose and Mask Estimation (R-HPM) in the wild, where either a text or positional prompt specifies the person of interest in an image. This new task holds significant potential for human-centric applications such as assistive robotics and sports analysis. In contrast to previous works, R-HPM (i) ensures high-quality, identity-aware results corresponding to the referred person, and (ii) simultaneously predicts human pose and mask for a comprehensive representation. To achieve this, we introduce a large-scale dataset named RefHuman, which substantially extends the MS COCO dataset with additional text and positional prompt annotations. RefHuman includes over 50,000 annotated instances in the wild, each equipped with keypoint, mask, and prompt annotations. To enable prompt-conditioned estimation, we propose the first end-to-end promptable approach named UniPHD for R-HPM. UniPHD extracts multimodal representations and employs a proposed pose-centric hierarchical decoder to process (text or positional) instance queries and keypoint queries, producing results specific to the referred person. Extensive experiments demonstrate that UniPHD produces quality results based on user-friendly prompts and achieves top-tier performance on RefHuman val and MS COCO val2017.

Human-computer interaction

Zhuoyan Li, Ming Yin

Recent advances in AI models have increased the integration of AI-based decision aids into the human decision making process. To fully unlock the potential of AI-assisted decision making, researchers have computationally modeled how humans incorporate AI recommendations into their final decisions, and utilized these models to improve human-AI team performance. Meanwhile, due to the ``black-box'' nature of AI models, providing AI explanations to human decision makers to help them rely on AI recommendations more appropriately has become a common practice. In this paper, we explore whether we can quantitatively model how humans integrate both AI recommendations and explanations into their decision process, and whether this quantitative understanding of human behavior from the learned model can be utilized to manipulate AI explanations, thereby nudging individuals towards making targeted decisions. Our extensive human experiments across various tasks demonstrate that human behavior can be easily influenced by these manipulated explanations towards targeted outcomes, regardless of the intent being adversarial or benign. Furthermore, individuals often fail to detect any anomalies in these explanations, despite their decisions being affected by them.

Human-computer interaction

Rohan Alur, Manish Raghavan, Devavrat Shah

We introduce a novel framework for incorporating human expertise into algorithmic predictions. Our approach leverages human judgment to distinguish inputs which are *algorithmically indistinguishable*, or "look the same" to predictive algorithms. We argue that this framing clarifies the problem of human-AI collaboration in prediction tasks, as experts often form judgments by drawing on information which is not encoded in an algorithm's training data. Algorithmic indistinguishability yields a natural test for assessing whether experts incorporate this kind of "side information", and further provides a simple but principled method for selectively incorporating human feedback into algorithmic predictions. We show that this method provably improves the performance of any feasible algorithmic predictor and precisely quantify this improvement. We find empirically that although algorithms often outperform their human counterparts *on average*, human judgment can improve algorithmic predictions on *specific* instances (which can be identified ex-ante). In an X-ray classification task, we find that this subset constitutes nearly 30% of the patient population. Our approach provides a natural way of uncovering this heterogeneity and thus enabling effective human-AI collaboration.

Human-computer interaction

Zebang Cheng, Zhi-Qi Cheng, Jun-Yan He, Kai Wang, Yuxiang Lin, Zheng Lian, Xiaojiang Peng, Alexander Hauptmann

Accurate emotion perception is crucial for various applications, including human-computer interaction, education, and counseling.However, traditional single-modality approaches often fail to capture the complexity of real-world emotional expressions, which are inherently multimodal. Moreover, existing Multimodal Large Language Models (MLLMs) face challenges in integrating audio and recognizing subtle facial micro-expressions. To address this, we introduce the MERR dataset, containing 28,618 coarse-grained and 4,487 fine-grained annotated samples across diverse emotional categories. This dataset enables models to learn from varied scenarios and generalize to real-world applications. Furthermore, we propose Emotion-LLaMA, a model that seamlessly integrates audio, visual, and textual inputs through emotion-specific encoders. By aligning features into a shared space and employing a modified LLaMA model with instruction tuning, Emotion-LLaMA significantly enhances both emotional recognition and reasoning capabilities. Extensive evaluations show Emotion-LLaMA outperforms other MLLMs, achieving top scores in Clue Overlap (7.83) and Label Overlap (6.25) on EMER, an F1 score of 0.9036 on MER2023-SEMI challenge, and the highest UAR (45.59) and WAR (59.37) in zero-shot evaluations on DFEW dataset.

Human-computer interaction

Kyungjin Seo, Junghoon Seo, Hanseok Jeong, Sangpil Kim, Sang Ho Yoon

We present PiMForce, a novel framework that enhances hand pressure estimation by leveraging 3D hand posture information to augment forearm surface electromyography (sEMG) signals. Our approach utilizes detailed spatial information from 3D hand poses in conjunction with dynamic muscle activity from sEMG to enable accurate and robust whole-hand pressure measurements under diverse hand-object interactions. We also developed a multimodal data collection system that combines a pressure glove, an sEMG armband, and a markerless finger-tracking module. We created a comprehensive dataset from 21 participants, capturing synchronized data of hand posture, sEMG signals, and exerted hand pressure across various hand postures and hand-object interaction scenarios using our collection system. Our framework enables precise hand pressure estimation in complex and natural interaction scenarios. Our approach substantially mitigates the limitations of traditional sEMG-based or vision-based methods by integrating 3D hand posture information with sEMG signals.Video demos, data, and code are available online.

Human-computer interaction

Brandon McMahan, Zhenghao (Mark) Peng, Bolei Zhou, Jonathan Kao

The rapid development of artificial intelligence (AI) has unearthed the potential to assist humans in controlling advanced technologies. Shared autonomy (SA) facilitates control by combining inputs from a human pilot and an AI copilot. In prior SA studies, the copilot is constantly active in determining the action played at each time step. This limits human autonomy that may have deleterious effects on performance. In general, the amount of helpful copilot assistance varies greatly depending on the task dynamics. We therefore hypothesized that human autonomy and SA performance improves through dynamic and selective copilot intervention. To address this, we develop a goal-agnostic intervention assistance (IA) that dynamically shares control by having the copilot intervene only when the expected value of the copilot’s action exceeds that of the human’s action. We implement IA with a diffusion copilot (termed IDA) trained on expert demonstrations with goal masking. We prove that IDA performance is lower bounded by human performance, so that IDA does not negatively impact human control. In experiments with simulated human pilots, we show that IDA achieves higher performance than both pilot-only and traditional SA control in variants of the Reacher environment and Lunar Lander. We then demonstrate with human-in the-loop experiments that IDA achieves better control in Lunar Lander and that human participants experience greater autonomy and prefer IDA over pilot-only and traditional SA control. We attribute the success of IDA to preserving human autonomy while simultaneously offering assistance to prevent the human from entering universally bad states.

Computer Vision

Haomeng Zhang, Chiao-An Yang, Raymond A. Yeh

Multi-object 3D Grounding involves locating 3D boxes based on a given query phrase from a point cloud. It is a challenging and significant task that has numerous applications in visual understanding, human-computer interaction, and robotics. To tackle this challenge, we introduce D-LISA, a two-stage approach that incorporates three innovations. First, a dynamic vision module that enables a variable and learnable number of box proposals. Second, a dynamic camera positioning that extracts features for each proposal. Third, a language-informed spatial attention module that better reasons over the proposals to output the final prediction. Empirically, experiments show that our method outperforms the state-of-the-art methods on multi-object 3D grounding by 12.8% (absolute) and is competitive in single-object 3D grounding.

Human-computer interaction

Malek Mechergui, Sarath Sreedharan

Detecting and handling misspecified objectives, such as reward functions, has been widely recognized as one of the central challenges within the domain of Artificial Intelligence (AI) safety research. However, even with the recognition of the importance of this problem, we are unaware of any works that attempt to provide a clear definition for what constitutes (a) misspecified objectives and (b) successfully resolving such misspecifications. In this work, we use the theory of mind, i.e., the human user's beliefs about the AI agent, as a basis to develop a formal explanatory framework, called Expectation Alignment (EAL), to understand the objective misspecification and its causes.Our EAL framework not only acts as an explanatory framework for existing works but also provides us with concrete insights into the limitations of existing methods to handle reward misspecification and novel solution strategies. We use these insights to propose a new interactive algorithm that uses the specified reward to infer potential user expectations about the system behavior. We show how one can efficiently implement this algorithm by mapping the inference problem into linear programs. We evaluate our method on a set of standard Markov Decision Process (MDP) benchmarks.

Language · Speech

Junyi AO, Yuancheng Wang, Xiaohai Tian, Dekun Chen, Jun Zhang, Lu Lu, Yuxuan Wang, Haizhou Li, Zhizheng Wu

Speech encompasses a wealth of information, including but not limited to content, paralinguistic, and environmental information.This comprehensive nature of speech significantly impacts communication and is crucial for human-computer interaction.Chat-Oriented Large Language Models (LLMs), known for their general-purpose assistance capabilities, have evolved to handle multi-modal inputs, including speech.Although these models can be adept at recognizing and analyzing speech, they often fall short of generating appropriate responses.We argue that this is due to the lack of principles on task definition and model development, which requires open-source datasets and metrics suitable for model evaluation.To bridge the gap, we present SD-Eval, a benchmark dataset aimed at multidimensional evaluation of spoken dialogue understanding and generation.SD-Eval focuses on paralinguistic and environmental information and includes 7,303 utterances, amounting to 8.76 hours of speech data. The data is aggregated from eight public datasets, representing four perspectives: emotion, accent, age, and background sound.To assess the SD-Eval benchmark dataset, we implement three different models and construct a training set following a process similar to that of SD-Eval. The training set contains 1,052.72 hours of speech data and 724.4k utterances. We also conduct a comprehensive evaluation using objective evaluation methods (e.g. BLEU and ROUGE), subjective evaluations and LLM-based metrics for the generated responses.Models conditioned with paralinguistic and environmental information outperform their counterparts in both objective and subjective measures.Moreover, experiments demonstrate that LLM-based metrics show a higher correlation with human evaluation compared to traditional metrics.We open-source SD-Eval at https://github.com/amphionspace/SD-Eval.

Multimodal Models

wang lin, Yueying Feng, WenKang Han, Tao Jin, Zhou Zhao, Fei Wu, Chang Yao, Jingyuan Chen

Understanding human emotions is fundamental to enhancing human-computer interaction, especially for embodied agents that mimic human behavior. Traditional emotion analysis often takes a third-person perspective, limiting the ability of agents to interact naturally and empathetically. To address this gap, this paper presents $E^3$ for Exploring Embodied Emotion, the first massive first-person view video dataset. $E^3$ contains more than $50$ hours of video, capturing $8$ different emotion types in diverse scenarios and languages. The dataset features videos recorded by individuals in their daily lives, capturing a wide range of real-world emotions conveyed through visual, acoustic, and textual modalities. By leveraging this dataset, we define $4$ core benchmark tasks - emotion recognition, emotion classification, emotion localization, and emotion reasoning - supported by more than $80$k manually crafted annotations, providing a comprehensive resource for training and evaluating emotion analysis models. We further present Emotion-LlaMa, which complements visual modality with acoustic modality to enhance the understanding of emotion in first-person videos. The results of comparison experiments with a large number of baselines demonstrate the superiority of Emotion-LlaMa and set a new benchmark for embodied emotion analysis. We expect that $E^3$ can promote advances in multimodal understanding, robotics, and augmented reality, and provide a solid foundation for the development of more empathetic and context-aware embodied agents.

Datasets and Benchmarks

Sasha Salter, Richard Warren, Collin Schlager, Adrian Spurr, Shangchen Han, Rohin Bhasin, Yujun Cai, Peter Walkington, Anuoluwapo Bolarinwa, Robert Wang 等

Hands are the primary means through which humans interact with the world. Reliable and always-available hand pose inference could yield new and intuitive control schemes for human-computer interactions, particularly in virtual and augmented reality. Computer vision is effective but requires one or multiple cameras and can struggle with occlusions, limited field of view, and poor lighting. Wearable wrist-based surface electromyography (sEMG) presents a promising alternative as an always-available modality sensing muscle activities that drive hand motion. However, sEMG signals are strongly dependent on user anatomy and sensor placement; existing sEMG models have thus required hundreds of users and device placements to effectively generalize for tasks other than pose inference. To facilitate progress on sEMG pose inference, we introduce the emg2pose benchmark, which is to our knowledge the first publicly available dataset of high-quality hand pose labels and wrist sEMG recordings. emg2pose contains 2kHz, 16 channel sEMG and pose labels from a 26-camera motion capture rig for 193 users, 370 hours, and 29 stages with diverse gestures - a scale comparable to vision-based hand pose datasets. We provide competitive baselines and challenging tasks evaluating real-world generalization scenarios: held-out users, sensor placements, and stages. This benchmark provides the machine learning community a platform for exploring complex generalization problems, holding potential to significantly enhance the development of sEMG-based human-computer interactions.

Human-computer interaction

Dora Zhao, Morgan Scheuerman, Pooja Chitre, Jerone Andrews, Georgia Panagiotidou, Shawn Walker, Kathleen Pine, Alice Xiang

Despite extensive efforts to create fairer machine learning (ML) datasets, there remains a limited understanding of the practical aspects of dataset curation. Drawing from interviews with 30 ML dataset curators, we present a comprehensive taxonomy of the challenges and trade-offs encountered throughout the dataset curation lifecycle. Our findings underscore overarching issues within the broader fairness landscape that impact data curation. We conclude with recommendations aimed at fostering systemic changes to better facilitate fair dataset curation practices.

Paul Pu Liang, Akshay Goindani, Talha Chafekar, Leena Mathur, Haofei Yu, Ruslan Salakhutdinov, Louis-Philippe Morency

Multimodal foundation models that can holistically process text alongside images, video, audio, and other sensory modalities are increasingly used in a variety of real-world applications. However, it is challenging to characterize and study progress in multimodal foundation models, given the range of possible modeling decisions, tasks, and domains. In this paper, we introduce Holistic Evaluation of Multimodal Models (HEMM) to systematically evaluate the capabilities of multimodal foundation models across a set of 3 dimensions: basic skills, information flow, and real-world use cases. Basic multimodal skills are internal abilities required to solve problems, such as learning interactions across modalities, fine-grained alignment, multi-step reasoning, and the ability to handle external knowledge. Information flow studies how multimodal content changes during a task through querying, translation, editing, and fusion. Use cases span domain-specific challenges introduced in real-world multimedia, affective computing, natural sciences, healthcare, and human-computer interaction applications. Through comprehensive experiments across the 30 tasks in HEMM, we (1) identify key dataset dimensions (e.g., basic skills, information flows, and use cases) that pose challenges to today’s models, and (2) distill performance trends regarding how different modeling dimensions (e.g., scale, pre-training data, multimodal alignment, pre-training, and instruction tuning objectives) influence performance. Our conclusions regarding challenging multimodal interactions, use cases, and tasks requiring reasoning and external knowledge, the benefits of data and model scale, and the impacts of instruction-tuning yield actionable insights for future work in multimodal foundation models.