We present the HOH (Human-Object-Human) Handover Dataset, a large object count dataset with 136 objects, to accelerate data-driven research on handover studies, human-robot handover implementation, and artificial intelligence (AI) on handover parameter estimation from 2D and 3D data of person interactions. HOH contains multi-view RGB and depth data, skeletons, fused point clouds, grasp type and handedness labels, object, giver hand, and receiver hand 2D and 3D segmentations, giver and receiver comfort ratings, and paired object metadata and aligned 3D models for 2,720 handover interactions spanning 136 objects and 20 giver-receiver pairs-40 with role-reversal-organized from 40 participants. We also show experimental results of neural networks trained using HOH to perform grasp, orientation, and trajectory prediction. As the only fully markerless handover capture dataset, HOH represents natural human-human handover interactions, overcoming challenges with markered datasets that require specific suiting for body tracking, and lack high-resolution hand tracking. To date, HOH is the largest handover dataset in number of objects, participants, pairs with role reversal accounted for, and total interactions captured.
Neural Information Retrieval (NIR) has significantly improved upon heuristic-based IR systems. Yet, failures remain frequent, the models used often being unable to retrieve documents relevant to the user's query. We address this challenge by proposing a lightweight abstention mechanism tailored for real-world constraints, with particular emphasis placed on the reranking phase. We introduce a protocol for evaluating abstention strategies in a black-box scenario, demonstrating their efficacy, and propose a simple yet effective data-driven mechanism. We provide open-source code for experiment replication and abstention implementation, fostering wider adoption and application in diverse contexts.
We introduce a Japanese Morphology dataset, J-UniMorph, developed based on the UniMorph feature schema. This dataset addresses the unique and rich verb forms characteristic of the language's agglutinative nature. J-UniMorph distinguishes itself from the existing Japanese subset of UniMorph, which is automatically extracted from Wiktionary. On average, the Wiktionary Edition features around 12 inflected forms for each word and is primarily dominated by denominal verbs (i.e., [noun] +suru (do-PRS)). Morphologically, this form is equivalent to the verb suru (do). In contrast, J-UniMorph explores a much broader and more frequently used range of verb forms, offering 118 inflected forms for each word on average. It includes honorifics, a range of politeness levels, and other linguistic nuances, emphasizing the distinctive characteristics of the Japanese language. This paper presents detailed statistics and characteristics of J-UniMorph, comparing it with the Wiktionary Edition. We release J-UniMorph and its interactive visualizer publicly available, aiming to support cross-linguistic research and various applications.
We present a new task and dataset, ScreenQA, for screen content understanding via question answering. The existing screen datasets are focused either on structure and component-level understanding, or on a much higher-level composite task such as navigation and task completion. We attempt to bridge the gap between these two by annotating 86K question-answer pairs over the RICO dataset in hope to benchmark the screen reading comprehension capacity.
Solely relying on test passing to evaluate Large Language Models (LLMs) for code synthesis may result in unfair assessment or promoting models with data leakage. As an alternative, we introduce CodeMind, a framework designed to gauge the code reasoning abilities of LLMs. CodeMind currently supports three code reasoning tasks: Independent Execution Reasoning (IER), Dependent Execution Reasoning (DER), and Specification Reasoning (SR). The first two evaluate models to predict the execution output of an arbitrary code or code the model could correctly synthesize. The third one evaluates the extent to which LLMs implement the specified expected behavior. Our extensive evaluation of nine LLMs across five benchmarks in two different programming languages using CodeMind shows that LLMs fairly follow control flow constructs and, in general, explain how inputs evolve to output, specifically for simple programs and the ones they can correctly synthesize. However, their performance drops for code with higher complexity, non-trivial logical and arithmetic operators, non-primitive types, and API calls. Furthermore, we observe that, while correlated, specification reasoning (essential for code synthesis) does not imply execution reasoning (essential for broader programming tasks such as testing and debugging): ranking LLMs based on test passing can be different compared to code reasoning.
Large Language Models (LLMs) have demonstrated remarkable capabilities across various applications, fundamentally reshaping the landscape of natural language processing (NLP) research. However, recent evaluation frameworks often rely on the output probabilities of LLMs for predictions, primarily due to computational constraints, diverging from real-world LLM usage scenarios. While widely employed, the efficacy of these probability-based evaluation strategies remains an open research question. This study aims to scrutinize the validity of such probability-based evaluation methods within the context of using LLMs for Multiple Choice Questions (MCQs), highlighting their inherent limitations. Our empirical investigation reveals that the prevalent probability-based evaluation method inadequately aligns with generation-based prediction. Furthermore, current evaluation frameworks typically assess LLMs through predictive tasks based on output probabilities rather than directly generating responses, owing to computational limitations. We illustrate that these probability-based approaches do not effectively correspond with generative predictions. The outcomes of our study can enhance the understanding of LLM evaluation methodologies and provide insights for future research in this domain.
In recent years, object-oriented simultaneous localization and mapping (SLAM) has attracted increasing attention due to its ability to provide high-level semantic information while maintaining computational efficiency. Some researchers have attempted to enhance localization accuracy by integrating the modeled object residuals into bundle adjustment. However, few have demonstrated better results than feature-based visual SLAM systems, as the generic coarse object models, such as cuboids or ellipsoids, are less accurate than feature points. In this paper, we propose a Visual Object Odometry and Mapping framework VOOM using high-level objects and low-level points as the hierarchical landmarks in a coarse-to-fine manner instead of directly using object residuals in bundle adjustment. Firstly, we introduce an improved observation model and a novel data association method for dual quadrics, employed to represent physical objects. It facilitates the creation of a 3D map that closely reflects reality. Next, we use object information to enhance the data association of feature points and consequently update the map. In the visual object odometry backend, the updated map is employed to further optimize the camera pose and the objects. Meanwhile, local bundle adjustment is performed utilizing the objects and points-based covisibility graphs in our visual object mapping process. Experiments show that VOOM outperforms both object-oriented SLAM and feature points SLAM systems such as ORB-SLAM2 in terms of localization. The implementation of our method is available at //github.com/yutongwangBIT/VOOM.git.
Recently, various Large Language Models (LLMs) evaluation datasets have emerged, but most of them have issues with distorted rankings and difficulty in model capabilities analysis. Addressing these concerns, this paper introduces ANGO, a Chinese multi-choice question evaluation benchmark. ANGO proposes Keypoint categorization standard for the first time, each question in ANGO can correspond to multiple keypoints, effectively enhancing interpretability of evaluation results. Base on performance of real humans, we build a quantifiable question difficulty standard and divide ANGO questions into 9 difficulty levels, which provide more precise guidance for model training. To minimize data leakage impact and fully leverage ANGO's innovative features, we have engineered exclusive sampling strategies and a new evaluation framework that support swift testset iteration. Our experiments demonstrate that ANGO poses a stronger challenge to models and reveals more details in evaluation result compared to existing benchmarks.
We present CoDEx, a set of knowledge graph completion datasets extracted from Wikidata and Wikipedia that improve upon existing knowledge graph completion benchmarks in scope and level of difficulty. In terms of scope, CoDEx comprises three knowledge graphs varying in size and structure, multilingual descriptions of entities and relations, and tens of thousands of hard negative triples that are plausible but verified to be false. To characterize CoDEx, we contribute thorough empirical analyses and benchmarking experiments. First, we analyze each CoDEx dataset in terms of logical relation patterns. Next, we report baseline link prediction and triple classification results on CoDEx for five extensively tuned embedding models. Finally, we differentiate CoDEx from the popular FB15K-237 knowledge graph completion dataset by showing that CoDEx covers more diverse and interpretable content, and is a more difficult link prediction benchmark. Data, code, and pretrained models are available at //bit.ly/2EPbrJs.
Deep Learning (DL) is vulnerable to out-of-distribution and adversarial examples resulting in incorrect outputs. To make DL more robust, several posthoc anomaly detection techniques to detect (and discard) these anomalous samples have been proposed in the recent past. This survey tries to provide a structured and comprehensive overview of the research on anomaly detection for DL based applications. We provide a taxonomy for existing techniques based on their underlying assumptions and adopted approaches. We discuss various techniques in each of the categories and provide the relative strengths and weaknesses of the approaches. Our goal in this survey is to provide an easier yet better understanding of the techniques belonging to different categories in which research has been done on this topic. Finally, we highlight the unsolved research challenges while applying anomaly detection techniques in DL systems and present some high-impact future research directions.
The problem of Multiple Object Tracking (MOT) consists in following the trajectory of different objects in a sequence, usually a video. In recent years, with the rise of Deep Learning, the algorithms that provide a solution to this problem have benefited from the representational power of deep models. This paper provides a comprehensive survey on works that employ Deep Learning models to solve the task of MOT on single-camera videos. Four main steps in MOT algorithms are identified, and an in-depth review of how Deep Learning was employed in each one of these stages is presented. A complete experimental comparison of the presented works on the three MOTChallenge datasets is also provided, identifying a number of similarities among the top-performing methods and presenting some possible future research directions.