Abstract:As AI agent protocols proliferate, the governance structures shaping their interoperability standards remain empirically underexamined. We introduce an LLM-powered comparative pipeline for large-scale governance discourse analysis, integrating automated annotation, neural topic modeling, and multi-layer network analysis to study socio-technical power structures at scale. We validate it on two contrasting standards for agent interoperability: ERC-8004 (permissionless, on-chain) and Google A2A (corporate-led). Analyzing 4,323 governance participation records, we combine LLM-assisted coding, topic modeling, and multi-layer network analysis to examine how institutional design shapes thematic priorities and community structure. We find that while governance form influences substantive focus, both regimes exhibit comparable levels of participation inequality and community fragmentation. Discourse alignment is denser in the permissionless setting, suggesting that open governance may foster greater thematic convergence despite decentralized participation. These findings illustrate how LLM-assisted methods can advance the empirical study of technology governance, with implications for designing more equitable agentic AI standards. All data and code are openly available.
Abstract:Linear Quadratic (LQ) control problems are at the heart of linear control theory and Model Predictive Control (MPC). While performant, standard approaches to solving such problems are inherently serial, limiting real-time scalability despite the parallel computing power available on modern multi-core CPUs. Contributing to addressing this challenge and motivated by ``divide and conquer'' strategies, we present a parallel-in-time approach that solves computationally demanding conic optimal control problems through the use of the alternating direction method of multipliers (ADMM). In particular, we formulate the inner primal update of ADMM as an LQ problem and split the reformulated problem along the time horizon. This enables us to derive a variant of the Riccati recursion using dynamic programming to solve each subproblem in parallel. Numerical benchmarks on two real-world applications demonstrate as much as a 5x speedup compared to existing related approaches on multi-core CPU hardware.
Abstract:Quantum computing promises transformative advances across science and industry, yet the physical hardware that enables these computations remains invisible to the public: quantum processors operate inside sealed dilution refrigerators at temperatures near absolute zero, making direct observation impossible. This "imagination gap" between quantum computing's growing societal impact and the public's ability to visualize it represents a significant barrier to quantum literacy and workforce development. We present Quantum Cinema, an open-source, browser-based interactive application that closes this gap by transforming invisible quantum hardware into explorable, cinematic experiences using generative world models. Quantum Cinema guides users through a four-act narrative -- from the foundational Nobel Prize-winning science of quantum entanglement, through curated video introductions to three major quantum computing architectures (trapped-ion, neutral-atom, and superconducting systems), into immersive three-dimensional generative worlds that make invisible quantum phenomena observable, and finally to interactive radar-chart comparisons grounded in real quantum device specifications. All three-dimensional environments are generated using WorldLabs' generative world model platform and are scientifically grounded in curated metrics from Amazon Web Services (AWS) Braket quantum hardware. Quantum Cinema requires no installation, no specialized hardware, and no quantum computing background. It is designed to serve two distinct communities: scholars and developers seeking to replicate or extend the platform, and educators, researchers, and science communicators seeking an intuitive tool for explaining quantum hardware to diverse audiences. This paper describes the system architecture, the generative world model pipeline, use cases for both communities, and directions for future work.
Abstract:Quadruped robots are capable of traversing a wide range of complex terrains with high flexibility. As highly mobile ground-based intelligent platforms, they can be equipped with modules for navigation control, environmental perception, and intelligent interaction, thereby serving as real-world mobile deployment platforms for various algorithms. In this paper, we introduce Y-BotFrame, an extensible embodied platform that turns a robot into an intelligent ground assistant. Y-BotFrame integrates multimodal perception capabilities, including speech, vision, and LiDAR, and employs a large language model as the cognitive core for environmental understanding, contextual reasoning, and task planning. The system maps user natural-language instructions into executable embodied task units that can be carried out by the robot. Y-BotFrame supports natural interaction through voice commands and visual feedback, removing the need for a remote controller and enabling efficient human-robot collaboration. With a highly extensible framework, Y-BotFrame supports plug-and-play integration of new functional modules as well as modular upgrades and iterative development, offering a reference implementation for the real-world deployment of general-purpose, instruction-driven embodied agents.The supplementary video is available at https://xdei-group.github.io/Y-BotFrame/.
Abstract:Unmanned aerial vehicles (UAVs) are increasingly used in inspection, search and rescue, environmental monitoring, and emergency response. However, most UAV applications still rely on pre-defined command sequences or task-specific pipelines, where developers manually connect perception, planning, flight control, simulation, logging, and safety modules. This limits the flexibility, reproducibility, and extensibility of autonomous aerial systems. This paper presents AerialClaw, an open-source software framework that enables UAVs to operate as decision-making aerial agents rather than merely command-following platforms. Given a natural-language mission, AerialClaw allows an LLM-based agent to understand the task, maintain context, invoke executable aerial skills, observe perception and runtime feedback, and iteratively update its decisions in a closed loop. The framework adopts a modular brain-skill-runtime architecture, combining hard skills for atomic UAV operations, Markdown-based soft skills for reusable task strategies, document-driven agent state and capability boundaries, memory-driven reflection, safety-oriented runtime validation, and platform-agnostic execution adapters. AerialClaw supports lightweight mock execution, PX4 SITL with Gazebo, and AirSim-based simulation, together with a web console, pluggable model backends, example missions, simulation assets, and staged deployment scripts. By combining standardized aerial skills, document-driven agent state, memory, and closed-loop LLM decision-making, AerialClaw provides a reproducible and extensible open-source framework for building UAV systems that can interpret missions, make decisions, execute skills, and adapt their behavior from feedback.
Abstract:Research on artificial intelligence in education (AIED) is rapidly expanding, yet technical progress often lacks human-centered grounding and adequate attention to cultural context. Community-Based Learning, a pedagogy rooted in social work, remains underrepresented in AIED research, particularly within Asia-Pacific contexts. This paper reports on cross-boundary Community-Based Learning where undergraduate students develop AI-enabled solutions for cultural heritage preservation and sustainable development. We examine how community-engaged computing operationalizes human-centered AIED across three dimensions: education, technology, and culture. We contribute a collaborative framework for culturally-aware AIED that fosters multi-stakeholder collaboration while widening participation by dissolving disciplinary silos between social work and computational science.
Abstract:The deployment of embodied artificial intelligence via world-model-based robotics presents a transformative opportunity for blockchain infrastructure, establishing urgent demand for trustworthy data provenance, cross-organizational governance, and incentive-compatible sharing across decentralized ecosystems. Simultaneously, quantum computing advances recognized by the 2025 Nobel Prize in Physics and the Turing Award threaten the cryptographic primitives securing these data economies, creating an interdependent imperative: long-lived verification for embodied AI depends on crypto-agile architectures capable of withstanding quantum adversaries. This tutorial examines blockchain as the coordination layer bridging this dual transition, from financial substrate to foundational Cyber-Physical-Social Systems infrastructure that simultaneously secures against quantum cryptanalysis and enables scalable, trustworthy data economies. The session opens with an immersive AWS Braket demonstration engaging participants with superconducting, trapped-ion, and neutral-atom hardware to assess cryptographic threat timelines and witness ECDSA-to-post-quantum signature transitions. Five integrated modules progress from embodied AI and world-model requirements through quantum hardware reality and evidence-based security migration, to scalable cross-shard architectures via BrokerChain protocols, trustworthy data economies implementing Croissant metadata standards and robotic learning provenance, and industry ecosystem integration for multi-modal cloud deployment. By bridging quantum hardware realities with embodied AI data requirements, this tutorial charts blockchain as unified infrastructure for next-generation decentralized intelligent environments, providing open-source frameworks and roadmaps for architecting quantum-resistant, interoperable, and data-trustworthy systems.
Abstract:The generation of realistic LiDAR point clouds plays a crucial role in the development and evaluation of autonomous driving systems. Although recent methods for 3D LiDAR point cloud generation have shown significant improvements, they still face notable limitations, including the lack of sequential generation capabilities and the inability to produce accurately positioned foreground objects and realistic backgrounds. These shortcomings hinder their practical applicability. In this paper, we introduce DriveLiDAR4D, a novel LiDAR generation pipeline consisting of multimodal conditions and a novel sequential noise prediction model LiDAR4DNet, capable of producing temporally consistent LiDAR scenes with highly controllable foreground objects and realistic backgrounds. To the best of our knowledge, this is the first work to address the sequential generation of LiDAR scenes with full scene manipulation capability in an end-to-end manner. We evaluated DriveLiDAR4D on the nuScenes and KITTI datasets, where we achieved an FRD score of 743.13 and an FVD score of 16.96 on the nuScenes dataset, surpassing the current state-of-the-art (SOTA) method, UniScene, with an performance boost of 37.2% in FRD and 24.1% in FVD, respectively.
Abstract:Vector graphics, known for their scalability and user-friendliness, provide a unique approach to visual content compared to traditional pixel-based images. Animation of these graphics, driven by the motion of their elements, offers enhanced comprehensibility and controllability but often requires substantial manual effort. To automate this process, we propose a novel method that integrates implicit neural representations with text-to-video diffusion models for vector graphic animation. Our approach employs layered implicit neural representations to reconstruct vector graphics, preserving their inherent properties such as infinite resolution and precise color and shape constraints, which effectively bridges the large domain gap between vector graphics and diffusion models. The neural representations are then optimized using video score distillation sampling, which leverages motion priors from pretrained text-to-video diffusion models. Finally, the vector graphics are warped to match the representations resulting in smooth animation. Experimental results validate the effectiveness of our method in generating vivid and natural vector graphic animations, demonstrating significant improvement over existing techniques that suffer from limitations in flexibility and animation quality.
Abstract:We present a parallel GPU-accelerated solver for branch Model Predictive Control problems. Based on iterative LQR methods, our solver exploits the tree-sparse structure and implements temporal parallelism using the parallel scan algorithm. Consequently, the proposed solver enables parallelism across both the prediction horizon and the scenarios. In addition, we utilize an augmented Lagrangian method to handle general inequality constraints. We compare our solver with state-of-the-art numerical solvers in two automated driving applications. The numerical results demonstrate that, compared to CPU-based solvers, our solver achieves competitive performance for problems with short horizons and small-scale trees, while outperforming other solvers on large-scale problems.