Large multi-modal models (LMMs) hold the potential to usher in a new era of automated visual assistance for people who are blind or low vision (BLV). Yet, these models have not been systematically evaluated on data captured by BLV users. We address this by empirically assessing CLIP, a widely-used LMM likely to underpin many assistive technologies. Testing 25 CLIP variants in a zero-shot classification task, we find that their accuracy is 15 percentage points lower on average for images captured by BLV users than web-crawled images. This disparity stems from CLIP's sensitivities to 1) image content (e.g. not recognizing disability objects as well as other objects); 2) image quality (e.g. not being robust to lighting variation); and 3) text content (e.g. not recognizing objects described by tactile adjectives as well as visual ones). We delve deeper with a textual analysis of three common pre-training datasets: LAION-400M, LAION-2B and DataComp-1B, showing that disability content is rarely mentioned. We then provide three examples that illustrate how the performance disparities extend to three downstream models underpinned by CLIP: OWL-ViT, CLIPSeg and DALL-E2. We find that few-shot learning with as few as 5 images can mitigate CLIP's quality-of-service disparities for BLV users in some scenarios, which we discuss alongside a set of other possible mitigations.
Object recognition has made great advances in the last decade, but predominately still relies on many high-quality training examples per object category. In contrast, learning new objects from only a few examples could enable many impactful applications from robotics to user personalization. Most few-shot learning research, however, has been driven by benchmark datasets that lack the high variation that these applications will face when deployed in the real-world. To close this gap, we present the ORBIT dataset and benchmark, grounded in a real-world application of teachable object recognizers for people who are blind/low vision. The dataset contains 3,822 videos of 486 objects recorded by people who are blind/low-vision on their mobile phones, and the benchmark reflects a realistic, highly challenging recognition problem, providing a rich playground to drive research in robustness to few-shot, high-variation conditions. We set the first state-of-the-art on the benchmark and show that there is massive scope for further innovation, holding the potential to impact a broad range of real-world vision applications including tools for the blind/low-vision community. The dataset is available at https://bit.ly/2OyElCj and the code to run the benchmark at https://bit.ly/39YgiUW.