Scene context is well known to facilitate humans' perception of visible objects. In this paper, we investigate the role of context in Referring Expression Generation (REG) for objects in images, where existing research has often focused on distractor contexts that exert pressure on the generator. We take a new perspective on scene context in REG and hypothesize that contextual information can be conceived of as a resource that makes REG models more resilient and facilitates the generation of object descriptions, and object types in particular. We train and test Transformer-based REG models with target representations that have been artificially obscured with noise to varying degrees. We evaluate how properties of the models' visual context affect their processing and performance. Our results show that even simple scene contexts make models surprisingly resilient to perturbations, to the extent that they can identify referent types even when visual information about the target is completely missing.
Existing language and vision models achieve impressive performance in image-text understanding. Yet, it is an open question to what extent they can be used for language understanding in 3D environments and whether they implicitly acquire 3D object knowledge, e.g. about different views of an object. In this paper, we investigate whether a state-of-the-art language and vision model, CLIP, is able to ground perspective descriptions of a 3D object and identify canonical views of common objects based on text queries. We present an evaluation framework that uses a circling camera around a 3D object to generate images from different viewpoints and evaluate them in terms of their similarity to natural language descriptions. We find that a pre-trained CLIP model performs poorly on most canonical views and that fine-tuning using hard negative sampling and random contrasting yields good results even under conditions with little available training data.
Socially competent robots should be equipped with the ability to perceive the world that surrounds them and communicate about it in a human-like manner. Representative skills that exhibit such ability include generating image descriptions and visually grounded referring expressions. In the NLG community, these generation tasks are largely investigated in non-interactive and language-only settings. However, in face-to-face interaction, humans often deploy multiple modalities to communicate, forming seamless integration of natural language, hand gestures and other modalities like sketches. To enable robots to describe what they perceive with speech and sketches/gestures, we propose to model the task of generating natural language together with free-hand sketches/hand gestures to describe visual scenes and real life objects, namely, visually-grounded multimodal description generation. In this paper, we discuss the challenges and evaluation metrics of the task, and how the task can benefit from progress recently made in the natural language processing and computer vision realms, where related topics such as visually grounded NLG, distributional semantics, and photo-based sketch generation have been extensively studied.
Building computer systems that can converse about their visual environment is one of the oldest concerns of research in Artificial Intelligence and Computational Linguistics (see, for example, Winograd's 1972 SHRDLU system). Only recently, however, have methods from computer vision and natural language processing become powerful enough to make this vision seem more attainable. Pushed especially by developments in computer vision, many data sets and collection environments have recently been published that bring together verbal interaction and visual processing. Here, we argue that these datasets tend to oversimplify the dialogue part, and we propose a task---MeetUp!---that requires both visual and conversational grounding, and that makes stronger demands on representations of the discourse. MeetUp! is a two-player coordination game where players move in a visual environment, with the objective of finding each other. To do so, they must talk about what they see, and achieve mutual understanding. We describe a data collection and show that the resulting dialogues indeed exhibit the dialogue phenomena of interest, while also challenging the language & vision aspect.
Zero-shot learning in Language & Vision is the task of correctly labelling (or naming) objects of novel categories. Another strand of work in L&V aims at pragmatically informative rather than ``correct'' object descriptions, e.g. in reference games. We combine these lines of research and model zero-shot reference games, where a speaker needs to successfully refer to a novel object in an image. Inspired by models of "rational speech acts", we extend a neural generator to become a pragmatic speaker reasoning about uncertain object categories. As a result of this reasoning, the generator produces fewer nouns and names of distractor categories as compared to a literal speaker. We show that this conversational strategy for dealing with novel objects often improves communicative success, in terms of resolution accuracy of an automatic listener.
We propose a new shared task for tactical data-to-text generation in the domain of source code libraries. Specifically, we focus on text generation of function descriptions from example software projects. Data is drawn from existing resources used for studying the related problem of semantic parser induction (Richardson and Kuhn, 2017b; Richardson and Kuhn, 2017a), and spans a wide variety of both natural languages and programming languages. In this paper, we describe these existing resources, which will serve as training and development data for the task, and discuss plans for building new independent test sets.