People often imagine relevant scenes to aid in the writing process. In this work, we aim to utilize visual information for composition in the same manner as humans. We propose a method, LIVE, that makes pre-trained language models (PLMs) Learn to Imagine for Visuallyaugmented natural language gEneration. First, we imagine the scene based on the text: we use a diffusion model to synthesize high-quality images conditioned on the input texts. Second, we use CLIP to determine whether the text can evoke the imagination in a posterior way. Finally, our imagination is dynamic, and we conduct synthesis for each sentence rather than generate only one image for an entire paragraph. Technically, we propose a novel plug-and-play fusion layer to obtain visually-augmented representations for each text. Our vision-text fusion layer is compatible with Transformerbased architecture. We have conducted extensive experiments on four generation tasks using BART and T5, and the automatic results and human evaluation demonstrate the effectiveness of our proposed method. We will release the code, model, and data at the link: https://github.com/RUCAIBox/LIVE.
Emotion role labeling aims at extracting who is described in text to experience an emotion, why, and towards whom. This is often a challenging modelling task which might be overly sophisticated if the main question to answer is who feels which emotion. Recently, Troiano et al. (2022) proposed a data set that focuses on assigning emotion labels and appraisal labels to individual entities in text and Wegge et al. (2022) presented the first modelling experiments. Their experiencer-specific emotion prediction model has, however, only been evaluated on gold-annotated experiencers, due to the unavailability of an automatic experiencer detection approach. We fill this gap with the first experiments to automatically detect emotion experiencers in text and, subsequently, assign them emotions. We show that experiencer detection in text is a challenging task, with a precision of .82 and a recall of .56 (F1 =.66). Consequently, the performance of the experiencer-specific emotion detection pipeline drops with these predictions in comparison to using gold experiencer annotations. This motivates future work of jointly modelling emotion experiencer detection and emotion/appraisal recognition.
We present a complete software pipeline for revealing the hidden texts of the Herculaneum papyri using X-ray CT images. This enhanced virtual unwrapping pipeline combines machine learning with a novel geometric framework linking 3D and 2D images. We also present EduceLab-Scrolls, a comprehensive open dataset representing two decades of research effort on this problem. EduceLab-Scrolls contains a set of volumetric X-ray CT images of both small fragments and intact, rolled scrolls. The dataset also contains 2D image labels that are used in the supervised training of an ink detection model. Labeling is enabled by aligning spectral photography of scroll fragments with X-ray CT images of the same fragments, thus creating a machine-learnable mapping between image spaces and modalities. This alignment permits supervised learning for the detection of "invisible" carbon ink in X-ray CT, a task that is "impossible" even for human expert labelers. To our knowledge, this is the first aligned dataset of its kind and is the largest dataset ever released in the heritage domain. Our method is capable of revealing accurate lines of text on scroll fragments with known ground truth. Revealed text is verified using visual confirmation, quantitative image metrics, and scholarly review. EduceLab-Scrolls has also enabled the discovery, for the first time, of hidden texts from the Herculaneum papyri, which we present here. We anticipate that the EduceLab-Scrolls dataset will generate more textual discovery as research continues.
Stickers have become a ubiquitous part of modern-day communication, conveying complex emotions through visual imagery. To facilitate the development of more powerful algorithms for analyzing stickers, we propose a large-scale Chinese sticker dataset, namely Sticker820K, which consists of 820k image-text pairs. Each sticker has rich and high-quality textual annotations, including descriptions, optical characters, emotional labels, and style classifications. Although vision-language tasks in the domain of natural images have been well studied, directly applying the those models, such as CLIP, to sticker data is not an optimal solution due to the discrepant nature between natural and emotive image data. Therefore, we propose StickerCLIP as a benchmark model on the Sticker820K dataset. For the text-to-image retrieval task, our StickerCLIP demonstrates strong superiority over the CLIP, which achieves an absolute gain of 66.0\% in mean recall on the Sticker820K test set. Additionally, we endeavor to extend the recently popularized LLM by means of prompt tuning, integrating its ability for sticker retrieval and allowing users to retrieve stickers through instructions. We validate the feasibility of this method, demonstrating the immense potential of prompt tuning in expanding LLM abilities while not affecting the quality of upstream tasks.
With the rise of Large Language Models (LLMs) and their ubiquitous deployment in diverse domains, measuring language model behavior on realistic data is imperative. For example, a company deploying a client-facing chatbot must ensure that the model will not respond to client requests with profanity. Current evaluations approach this problem using small, domain-specific datasets with human-curated labels. These evaluation sets are often sampled from a narrow and simplified distribution, and data sources can unknowingly be leaked into the training set which can lead to misleading evaluations. To bypass these drawbacks, we propose a framework for self-supervised evaluation of LLMs by analyzing their sensitivity or invariance to transformations on the input text. Self-supervised evaluation can directly monitor LLM behavior on datasets collected in the wild or streamed during live model deployment. We demonstrate self-supervised evaluation strategies for measuring closed-book knowledge, toxicity, and long-range context dependence, in addition to sensitivity to grammatical structure and tokenization errors. When comparisons to similar human-labeled benchmarks are available, we find strong correlations between self-supervised and human-supervised evaluations. The self-supervised paradigm complements current evaluation strategies that rely on labeled data.
Positioning accuracy is a critical requirement for vehicle-to-everything (V2X) use cases. Therefore, this paper derives the theoretical limits of estimation for the position and orientation of vehicles in a cooperative vehicle-to-vehicle (V2V) scenario, using a lens-based multiple-input multiple-output (lens-MIMO) system. Following this, we analyze the Cram$\acute{\text{e}}$r-Rao lower bounds (CRLBs) of the position and orientation estimation and explore a received signal model of a lens-MIMO for the particular angle of arrival (AoA) estimation with a V2V geometric model. Further, we propose a lower complexity AoA estimation technique exploiting the unique characteristics of the lens-MIMO for a single target vehicle; as a result, its estimation scheme is effectively extended by the successive interference cancellation (SIC) method for multiple target vehicles. Given these AoAs, we investigate the lens-MIMO estimation capability for the positions and orientations of vehicles. Subsequently, we prove that the lens-MIMO outperforms a conventional uniform linear array (ULA) in a certain configuration of a lens's structure. Finally, we confirm that the proposed localization algorithm is superior to ULA's CRLB as the resolution of the lens increases in spite of the lower complexity.
Multimodal Sarcasm Explanation (MuSE) is a new yet challenging task, which aims to generate a natural language sentence for a multimodal social post (an image as well as its caption) to explain why it contains sarcasm. Although the existing pioneer study has achieved great success with the BART backbone, it overlooks the gap between the visual feature space and the decoder semantic space, the object-level metadata of the image, as well as the potential external knowledge. To solve these limitations, in this work, we propose a novel mulTi-source sEmantic grAph-based Multimodal sarcasm explanation scheme, named TEAM. In particular, TEAM extracts the object-level semantic meta-data instead of the traditional global visual features from the input image. Meanwhile, TEAM resorts to ConceptNet to obtain the external related knowledge concepts for the input text and the extracted object meta-data. Thereafter, TEAM introduces a multi-source semantic graph that comprehensively characterize the multi-source (i.e., caption, object meta-data, external knowledge) semantic relations to facilitate the sarcasm reasoning. Extensive experiments on a public released dataset MORE verify the superiority of our model over cutting-edge methods.
Recent popular Role-Playing Games (RPGs) saw the great success of character auto-creation systems. The bone-driven face model controlled by continuous parameters (like the position of bones) and discrete parameters (like the hairstyles) makes it possible for users to personalize and customize in-game characters. Previous in-game character auto-creation systems are mostly image-driven, where facial parameters are optimized so that the rendered character looks similar to the reference face photo. This paper proposes a novel text-to-parameter translation method (T2P) to achieve zero-shot text-driven game character auto-creation. With our method, users can create a vivid in-game character with arbitrary text description without using any reference photo or editing hundreds of parameters manually. In our method, taking the power of large-scale pre-trained multi-modal CLIP and neural rendering, T2P searches both continuous facial parameters and discrete facial parameters in a unified framework. Due to the discontinuous parameter representation, previous methods have difficulty in effectively learning discrete facial parameters. T2P, to our best knowledge, is the first method that can handle the optimization of both discrete and continuous parameters. Experimental results show that T2P can generate high-quality and vivid game characters with given text prompts. T2P outperforms other SOTA text-to-3D generation methods on both objective evaluations and subjective evaluations.
Precise and controllable image editing is a challenging task that has attracted significant attention. Recently, DragGAN enables an interactive point-based image editing framework and achieves impressive editing results with pixel-level precision. However, since this method is based on generative adversarial networks (GAN), its generality is upper-bounded by the capacity of the pre-trained GAN models. In this work, we extend such an editing framework to diffusion models and propose DragDiffusion. By leveraging large-scale pretrained diffusion models, we greatly improve the applicability of interactive point-based editing in real world scenarios. While most existing diffusion-based image editing methods work on text embeddings, DragDiffusion optimizes the diffusion latent to achieve precise spatial control. Although diffusion models generate images in an iterative manner, we empirically show that optimizing diffusion latent at one single step suffices to generate coherent results, enabling DragDiffusion to complete high-quality editing efficiently. Extensive experiments across a wide range of challenging cases (e.g., multi-objects, diverse object categories, various styles, etc.) demonstrate the versatility and generality of DragDiffusion.
Vertical bars, horizontal bars, dot, scatter, and line plots provide a diverse set of visualizations to represent data. To understand these plots, one must be able to recognize textual components, locate data points in a plot, and process diverse visual contexts to extract information. In recent works such as Pix2Struct, Matcha, and Deplot, OCR-free chart-to-text translation has achieved state-of-the-art results on visual language tasks. These results outline the importance of chart-derendering as a pre-training objective, yet existing datasets provide a fixed set of training examples. In this paper, we propose GenPlot; a plot generator that can generate billions of additional plots for chart-derendering using synthetic data.