Abstract:Classical noisy-label theory predicts that downstream performance under weak supervision is bounded above by the labeler's accuracy, implying a sharp crossover: once a gold-trained classifier matches the labeler, weak labels stop helping and start hurting. The prediction is theoretical; what is missing is a benchmark calibration that turns it into an instance-level statement for modern foundation-model labelers. We provide such a calibration for BiomedCLIP-generated weak labels on three medical-imaging benchmarks (PCAM, ISIC, NIH-CXR) and six downstream architectures spanning an 11x parameter range. The crossover predicted by theory appears at ng~100 on PCAM, 20-50 on ISIC, and 250-500 on NIH-CXR; weak labels above the crossover degrade AUC by up to -0.10. The location is architecture-invariant for four of five pretrained architectures, and a within-family DenseNet sweep (2.5x parameters, identical pretraining) supports the view that the labeler, not the student, is the dominant constraint. The calibration in turn produces a decision rule operable from 10-20 gold labels: compare gold-only AUC to VLM accuracy on the user's gold set. A structured-vs-random noise sign flip on NIH-CXR shows that the rate-only formulation of the bound is incomplete and identifies a concrete refinement (label-space projection) that future benchmarks can be designed to test.
Abstract:Grasping is an incredible ability of animals using their arms and limbs in their daily life. The human hand is an especially astonishing multi-fingered tool for precise grasping, which helped humans to develop the modern world. The implementation of the human grasp to virtual reality and telerobotics is always interesting and challenging at the same time. In this work, authors surveyed, studied, and analyzed the human hand-grasping behavior for the possibilities of haptic grasping in the virtual and remote environment. This work is focused on the motion and force analysis of fingers in human hand grasping scenarios and the paper describes the transition of the human hand grasping towards a tripod haptic grasp model for effective interaction in virtual reality.