


Abstract:Recent advances in large language models have led to renewed interest in natural language processing in healthcare using the free text of clinical notes. One distinguishing characteristic of clinical notes is their long time span over multiple long documents. The unique structure of clinical notes creates a new design choice: when the context length for a language model predictor is limited, which part of clinical notes should we choose as the input? Existing studies either choose the inputs with domain knowledge or simply truncate them. We propose a framework to analyze the sections with high predictive power. Using MIMIC-III, we show that: 1) predictive power distribution is different between nursing notes and discharge notes and 2) combining different types of notes could improve performance when the context length is large. Our findings suggest that a carefully selected sampling function could enable more efficient information extraction from clinical notes.




Abstract:We investigate the sequential manipulation planning problem for unmanned aerial manipulators (UAMs). Unlike prior work that primarily focuses on one-step manipulation tasks, sequential manipulations require coordinated motions of a UAM's floating base, the manipulator, and the object being manipulated, entailing a unified kinematics and dynamics model for motion planning under designated constraints. By leveraging a virtual kinematic chain (VKC)-based motion planning framework that consolidates components' kinematics into one chain, the sequential manipulation task of a UAM can be planned as a whole, yielding more coordinated motions. Integrating the kinematics and dynamics models with a hierarchical control framework, we demonstrate, for the first time, an over-actuated UAM achieves a series of new sequential manipulation capabilities in both simulation and experiment.




Abstract:Without explicit feedback, humans can rapidly learn the meaning of words. Children can acquire a new word after just a few passive exposures, a process known as fast mapping. This word learning capability is believed to be the most fundamental building block of multimodal understanding and reasoning. Despite recent advancements in multimodal learning, a systematic and rigorous evaluation is still missing for human-like word learning in machines. To fill in this gap, we introduce the MachinE Word Learning (MEWL) benchmark to assess how machines learn word meaning in grounded visual scenes. MEWL covers human's core cognitive toolkits in word learning: cross-situational reasoning, bootstrapping, and pragmatic learning. Specifically, MEWL is a few-shot benchmark suite consisting of nine tasks for probing various word learning capabilities. These tasks are carefully designed to be aligned with the children's core abilities in word learning and echo the theories in the developmental literature. By evaluating multimodal and unimodal agents' performance with a comparative analysis of human performance, we notice a sharp divergence in human and machine word learning. We further discuss these differences between humans and machines and call for human-like few-shot word learning in machines.
Abstract:With significant annotation savings, point supervision has been proven effective for numerous 2D and 3D scene understanding problems. This success is primarily attributed to the structured output space; i.e., samples with high spatial affinity tend to share the same labels. Sharing this spirit, we study affordance segmentation with point supervision, wherein the setting inherits an unexplored dual affinity-spatial affinity and label affinity. By label affinity, we refer to affordance segmentation as a multi-label prediction problem: A plate can be both holdable and containable. By spatial affinity, we refer to a universal prior that nearby pixels with similar visual features should share the same point annotation. To tackle label affinity, we devise a dense prediction network that enhances label relations by effectively densifying labels in a new domain (i.e., label co-occurrence). To address spatial affinity, we exploit a Transformer backbone for global patch interaction and a regularization loss. In experiments, we benchmark our method on the challenging CAD120 dataset, showing significant performance gains over prior methods.




Abstract:We present an optimization-based framework for rearranging indoor furniture to accommodate human-robot co-activities better. The rearrangement aims to afford sufficient accessible space for robot activities without compromising everyday human activities. To retain human activities, our algorithm preserves the functional relations among furniture by integrating spatial and semantic co-occurrence extracted from SUNCG and ConceptNet, respectively. By defining the robot's accessible space by the amount of open space it can traverse and the number of objects it can reach, we formulate the rearrangement for human-robot co-activity as an optimization problem, solved by adaptive simulated annealing (ASA) and covariance matrix adaptation evolution strategy (CMA-ES). Our experiments on the SUNCG dataset quantitatively show that rearranged scenes provide an average of 14% more accessible space and 30% more objects to interact with. The quality of the rearranged scenes is qualitatively validated by a human study, indicating the efficacy of the proposed strategy.
Abstract:We present a reconfigurable data glove design to capture different modes of human hand-object interactions, critical for training embodied AI agents for fine manipulation tasks. Sharing a unified backbone design that reconstructs hand gestures in real-time, our reconfigurable data glove operates in three modes for various downstream tasks with distinct features. In the tactile-sensing mode, the glove system aggregates manipulation force via customized force sensors made from a soft and thin piezoresistive material; this design is to minimize interference during complex hand movements. The Virtual Reality (VR) mode enables real-time interaction in a physically plausible fashion; a caging-based approach is devised to determine stable grasps by detecting collision events. Leveraging a state-of-the-art Finite Element Method (FEM) simulator, the simulation mode collects a fine-grained 4D manipulation event: hand and object motions in 3D space and how the object's physical properties (e.g., stress, energy) change in accord with the manipulation in time. Of note, this glove system is the first to look into, through high-fidelity simulation, the unobservable physical and causal factors behind manipulation actions. In a series of experiments, we characterize our data glove in terms of individual sensors and the overall system. Specifically, we evaluate the system's three modes by (i) recording hand gestures and associated forces, (ii) improving manipulation fluency in VR, and (iii) producing realistic simulation effects of various tool uses, respectively. Together, our reconfigurable data glove collects and reconstructs fine-grained human grasp data in both the physical and virtual environments, opening up new avenues to learning manipulation skills for embodied AI agents.
Abstract:We introduce SceneDiffuser, a conditional generative model for 3D scene understanding. SceneDiffuser provides a unified model for solving scene-conditioned generation, optimization, and planning. In contrast to prior works, SceneDiffuser is intrinsically scene-aware, physics-based, and goal-oriented. With an iterative sampling strategy, SceneDiffuser jointly formulates the scene-aware generation, physics-based optimization, and goal-oriented planning via a diffusion-based denoising process in a fully differentiable fashion. Such a design alleviates the discrepancies among different modules and the posterior collapse of previous scene-conditioned generative models. We evaluate SceneDiffuser with various 3D scene understanding tasks, including human pose and motion generation, dexterous grasp generation, path planning for 3D navigation, and motion planning for robot arms. The results show significant improvements compared with previous models, demonstrating the tremendous potential of SceneDiffuser for the broad community of 3D scene understanding.
Abstract:Fine-grained capturing of 3D HOI boosts human activity understanding and facilitates downstream visual tasks, including action recognition, holistic scene reconstruction, and human motion synthesis. Despite its significance, existing works mostly assume that humans interact with rigid objects using only a few body parts, limiting their scope. In this paper, we address the challenging problem of f-AHOI, wherein the whole human bodies interact with articulated objects, whose parts are connected by movable joints. We present CHAIRS, a large-scale motion-captured f-AHOI dataset, consisting of 16.2 hours of versatile interactions between 46 participants and 81 articulated and rigid sittable objects. CHAIRS provides 3D meshes of both humans and articulated objects during the entire interactive process, as well as realistic and physically plausible full-body interactions. We show the value of CHAIRS with object pose estimation. By learning the geometrical relationships in HOI, we devise the very first model that leverage human pose estimation to tackle the estimation of articulated object poses and shapes during whole-body interactions. Given an image and an estimated human pose, our model first reconstructs the pose and shape of the object, then optimizes the reconstruction according to a learned interaction prior. Under both evaluation settings (e.g., with or without the knowledge of objects' geometries/structures), our model significantly outperforms baselines. We hope CHAIRS will promote the community towards finer-grained interaction understanding. We will make the data/code publicly available.




Abstract:If scientific discovery is one of the main driving forces of human progress, insight is the fuel for the engine, which has long attracted behavior-level research to understand and model its underlying cognitive process. However, current tasks that abstract scientific discovery mostly focus on the emergence of insight, ignoring the special role played by domain knowledge. In this concept paper, we view scientific discovery as an interplay between $thinking \ out \ of \ the \ box$ that actively seeks insightful solutions and $thinking \ inside \ the \ box$ that generalizes on conceptual domain knowledge to keep correct. Accordingly, we propose Mindle, a semantic searching game that triggers scientific-discovery-like thinking spontaneously, as infrastructure for exploring scientific discovery on a large scale. On this basis, the meta-strategies for insights and the usage of concepts can be investigated reciprocally. In the pilot studies, several interesting observations inspire elaborated hypotheses on meta-strategies, context, and individual diversity for further investigations.




Abstract:We consider concept generalization at a large scale in the diverse and natural visual spectrum. Established computational modes (i.e., rule-based or similarity-based) are primarily studied isolated and focus on confined and abstract problem spaces. In this work, we study these two modes when the problem space scales up, and the $complexity$ of concepts becomes diverse. Specifically, at the $representational \ level$, we seek to answer how the complexity varies when a visual concept is mapped to the representation space. Prior psychology literature has shown that two types of complexities (i.e., subjective complexity and visual complexity) (Griffiths and Tenenbaum, 2003) build an inverted-U relation (Donderi, 2006; Sun and Firestone, 2021). Leveraging Representativeness of Attribute (RoA), we computationally confirm the following observation: Models use attributes with high RoA to describe visual concepts, and the description length falls in an inverted-U relation with the increment in visual complexity. At the $computational \ level$, we aim to answer how the complexity of representation affects the shift between the rule- and similarity-based generalization. We hypothesize that category-conditioned visual modeling estimates the co-occurrence frequency between visual and categorical attributes, thus potentially serving as the prior for the natural visual world. Experimental results show that representations with relatively high subjective complexity outperform those with relatively low subjective complexity in the rule-based generalization, while the trend is the opposite in the similarity-based generalization.