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Sep 16

ACQUIRED: A Dataset for Answering Counterfactual Questions In Real-Life Videos

Multimodal counterfactual reasoning is a vital yet challenging ability for AI systems. It involves predicting the outcomes of hypothetical circumstances based on vision and language inputs, which enables AI models to learn from failures and explore hypothetical scenarios. Despite its importance, there are only a few datasets targeting the counterfactual reasoning abilities of multimodal models. Among them, they only cover reasoning over synthetic environments or specific types of events (e.g. traffic collisions), making them hard to reliably benchmark the model generalization ability in diverse real-world scenarios and reasoning dimensions. To overcome these limitations, we develop a video question answering dataset, ACQUIRED: it consists of 3.9K annotated videos, encompassing a wide range of event types and incorporating both first and third-person viewpoints, which ensures a focus on real-world diversity. In addition, each video is annotated with questions that span three distinct dimensions of reasoning, including physical, social, and temporal, which can comprehensively evaluate the model counterfactual abilities along multiple aspects. We benchmark our dataset against several state-of-the-art language-only and multimodal models and experimental results demonstrate a significant performance gap (>13%) between models and humans. The findings suggest that multimodal counterfactual reasoning remains an open challenge and ACQUIRED is a comprehensive and reliable benchmark for inspiring future research in this direction.

  • 8 authors
·
Nov 2, 2023

WorldMark: A Unified Benchmark Suite for Interactive Video World Models

Interactive video generation models such as Genie, YUME, HY-World, and Matrix-Game are advancing rapidly, yet every model is evaluated on its own benchmark with private scenes and trajectories, making fair cross-model comparison impossible. Existing public benchmarks offer useful metrics such as trajectory error, aesthetic scores, and VLM-based judgments, but none supplies the standardized test conditions -- identical scenes, identical action sequences, and a unified control interface -- needed to make those metrics comparable across models with heterogeneous inputs. We introduce WorldMark, the first benchmark that provides such a common playing field for interactive Image-to-Video world models. WorldMark contributes: (1) a unified action-mapping layer that translates a shared WASD-style action vocabulary into each model's native control format, enabling apples-to-apples comparison across six major models on identical scenes and trajectories; (2) a hierarchical test suite of 500 evaluation cases covering first- and third-person viewpoints, photorealistic and stylized scenes, and three difficulty tiers from Easy to Hard spanning 20-60s; and (3) a modular evaluation toolkit for Visual Quality, Control Alignment, and World Consistency, designed so that researchers can reuse our standardized inputs while plugging in their own metrics as the field evolves. We will release all data, evaluation code, and model outputs to facilitate future research. Beyond offline metrics, we launch World Model Arena (warena.ai), an online platform where anyone can pit leading world models against each other in side-by-side battles and watch the live leaderboard.

  • 8 authors
·
Apr 22 3

WorldRover: A Scalable Synthetic Video Data Engine for World Exploration with Rich Annotations

Learning to generate or reconstruct explorable worlds requires video paired with more than RGB: camera motion, scene geometry, temporal correspondence and, for interactive models, control signals. Real capture can provide some of these signals, but dense geometry and long-range correspondence usually rely on estimation or specialised instrumentation. Rendering provides these quantities directly, yet existing synthetic resources rarely combine them on the same frames while also supporting controlled changes of viewpoint and appearance. We introduce WorldRover, a data engine for generating richly annotated, long-range explorations of artist-built environments. At its core, WorldRover-Engine is an Unreal Engine pipeline that executes and offline-renders minute-scale routes while preserving their full trajectories and scene geometry. The same exploration can be replayed from first-person, third-person, and 360 panoramic cameras under different environmental states. Using WorldRover-Engine, we construct WorldRover-10M, whose sequences pair RGB with metric depth, camera trajectories, and trajectory-derived action signals throughout each exploration. Third-person subsets additionally provide dense optical flow, long-range 2D/3D point tracks with visibility, and a character trajectory distinct from the camera trajectory. The engine can render a traversal from first-person, third-person and 360 panoramic viewpoints, under different environmental states or with a neutral white material, while preserving the route and scene geometry. WorldRover therefore turns long-horizon world exploration into a scalable data-generation problem, providing supervision for models that must build, maintain, and revisit coherent representations of an explorable world.

AlayaLab Alaya Lab
·
Aug 15 2

Belief in the Machine: Investigating Epistemological Blind Spots of Language Models

As language models (LMs) become integral to fields like healthcare, law, and journalism, their ability to differentiate between fact, belief, and knowledge is essential for reliable decision-making. Failure to grasp these distinctions can lead to significant consequences in areas such as medical diagnosis, legal judgments, and dissemination of fake news. Despite this, current literature has largely focused on more complex issues such as theory of mind, overlooking more fundamental epistemic challenges. This study systematically evaluates the epistemic reasoning capabilities of modern LMs, including GPT-4, Claude-3, and Llama-3, using a new dataset, KaBLE, consisting of 13,000 questions across 13 tasks. Our results reveal key limitations. First, while LMs achieve 86% accuracy on factual scenarios, their performance drops significantly with false scenarios, particularly in belief-related tasks. Second, LMs struggle with recognizing and affirming personal beliefs, especially when those beliefs contradict factual data, which raises concerns for applications in healthcare and counseling, where engaging with a person's beliefs is critical. Third, we identify a salient bias in how LMs process first-person versus third-person beliefs, performing better on third-person tasks (80.7%) compared to first-person tasks (54.4%). Fourth, LMs lack a robust understanding of the factive nature of knowledge, namely, that knowledge inherently requires truth. Fifth, LMs rely on linguistic cues for fact-checking and sometimes bypass the deeper reasoning. These findings highlight significant concerns about current LMs' ability to reason about truth, belief, and knowledge while emphasizing the need for advancements in these areas before broad deployment in critical sectors.

  • 7 authors
·
Oct 28, 2024

Entering Real Social World! Benchmarking the Theory of Mind and Socialization Capabilities of LLMs from a First-person Perspective

In the social world, humans possess the capability to infer and reason about others mental states (such as emotions, beliefs, and intentions), known as the Theory of Mind (ToM). Simultaneously, humans own mental states evolve in response to social situations, a capability we refer to as socialization. Together, these capabilities form the foundation of human social interaction. In the era of artificial intelligence (AI), especially with the development of large language models (LLMs), we raise an intriguing question: How do LLMs perform in terms of ToM and socialization capabilities? And more broadly, can these AI models truly enter and navigate the real social world? Existing research evaluating LLMs ToM and socialization capabilities by positioning LLMs as passive observers from a third person perspective, rather than as active participants. However, compared to the third-person perspective, observing and understanding the world from an egocentric first person perspective is a natural approach for both humans and AI agents. The ToM and socialization capabilities of LLMs from a first person perspective, a crucial attribute for advancing embodied AI agents, remain unexplored. To answer the aforementioned questions and bridge the research gap, we introduce EgoSocialArena, a novel framework designed to evaluate and investigate the ToM and socialization capabilities of LLMs from a first person perspective. It encompasses two evaluation environments: static environment and interactive environment, with seven scenarios: Daily Life, Counterfactual, New World, Blackjack, Number Guessing, and Limit Texas Hold em, totaling 2,195 data entries. With EgoSocialArena, we have conducted a comprehensive evaluation of nine advanced LLMs and observed some key insights regarding the future development of LLMs as well as the capabilities levels of the most advanced LLMs currently available.

  • 6 authors
·
Oct 8, 2024

EgoWorld: Translating Exocentric View to Egocentric View using Rich Exocentric Observations

Egocentric vision is essential for both human and machine visual understanding, particularly in capturing the detailed hand-object interactions needed for manipulation tasks. Translating third-person views into first-person views significantly benefits augmented reality (AR), virtual reality (VR) and robotics applications. However, current exocentric-to-egocentric translation methods are limited by their dependence on 2D cues, synchronized multi-view settings, and unrealistic assumptions such as the necessity of an initial egocentric frame and relative camera poses during inference. To overcome these challenges, we introduce EgoWorld, a novel framework that reconstructs an egocentric view from rich exocentric observations, including point clouds, 3D hand poses, and textual descriptions. Our approach reconstructs a point cloud from estimated exocentric depth maps, reprojects it into the egocentric perspective, and then applies diffusion model to produce dense, semantically coherent egocentric images. Evaluated on four datasets (i.e., H2O, TACO, Assembly101, and Ego-Exo4D), EgoWorld achieves state-of-the-art performance and demonstrates robust generalization to new objects, actions, scenes, and subjects. Moreover, EgoWorld exhibits robustness on in-the-wild examples, underscoring its practical applicability. Project page is available at https://redorangeyellowy.github.io/EgoWorld/.

  • 3 authors
·
Jun 22, 2025

SoMi-ToM: Evaluating Multi-Perspective Theory of Mind in Embodied Social Interactions

Humans continuously infer the states, goals, and behaviors of others by perceiving their surroundings in dynamic, real-world social interactions. However, most Theory of Mind (ToM) benchmarks only evaluate static, text-based scenarios, which have a significant gap compared to real interactions. We propose the SoMi-ToM benchmark, designed to evaluate multi-perspective ToM in embodied multi-agent complex social interactions. This benchmark is based on rich multimodal interaction data generated by the interaction environment SoMi, covering diverse crafting goals and social relationships. Our framework supports multi-level evaluation: (1) first-person evaluation provides multimodal (visual, dialogue, action, etc.) input from a first-person perspective during a task for real-time state inference, (2) third-person evaluation provides complete third-person perspective video and text records after a task for goal and behavior inference. This evaluation method allows for a more comprehensive examination of a model's ToM capabilities from both the subjective immediate experience and the objective global observation. We constructed a challenging dataset containing 35 third-person perspective videos, 363 first-person perspective images, and 1225 expert-annotated multiple-choice questions (three options). On this dataset, we systematically evaluated the performance of human subjects and several state-of-the-art large vision-language models (LVLMs). The results show that LVLMs perform significantly worse than humans on SoMi-ToM: the average accuracy gap between humans and models is 40.1% in first-person evaluation and 26.4% in third-person evaluation. This indicates that future LVLMs need to further improve their ToM capabilities in embodied, complex social interactions.

  • 6 authors
·
Jun 28, 2025

Can Vision-Language Models Think from a First-Person Perspective?

Vision-language models (VLMs) have recently shown promising results in traditional downstream tasks. Evaluation studies have emerged to assess their abilities, with the majority focusing on the third-person perspective, and only a few addressing specific tasks from the first-person perspective. However, the capability of VLMs to "think" from a first-person perspective, a crucial attribute for advancing autonomous agents and robotics, remains largely unexplored. To bridge this research gap, we introduce EgoThink, a novel visual question-answering benchmark that encompasses six core capabilities with twelve detailed dimensions. The benchmark is constructed using selected clips from egocentric videos, with manually annotated question-answer pairs containing first-person information. To comprehensively assess VLMs, we evaluate eighteen popular VLMs on EgoThink. Moreover, given the open-ended format of the answers, we use GPT-4 as the automatic judge to compute single-answer grading. Experimental results indicate that although GPT-4V leads in numerous dimensions, all evaluated VLMs still possess considerable potential for improvement in first-person perspective tasks. Meanwhile, enlarging the number of trainable parameters has the most significant impact on model performance on EgoThink. In conclusion, EgoThink serves as a valuable addition to existing evaluation benchmarks for VLMs, providing an indispensable resource for future research in the realm of embodied artificial intelligence and robotics.

  • 7 authors
·
Nov 27, 2023

Video Perception Models for 3D Scene Synthesis

Traditionally, 3D scene synthesis requires expert knowledge and significant manual effort. Automating this process could greatly benefit fields such as architectural design, robotics simulation, virtual reality, and gaming. Recent approaches to 3D scene synthesis often rely on the commonsense reasoning of large language models (LLMs) or strong visual priors of modern image generation models. However, current LLMs demonstrate limited 3D spatial reasoning ability, which restricts their ability to generate realistic and coherent 3D scenes. Meanwhile, image generation-based methods often suffer from constraints in viewpoint selection and multi-view inconsistencies. In this work, we present Video Perception models for 3D Scene synthesis (VIPScene), a novel framework that exploits the encoded commonsense knowledge of the 3D physical world in video generation models to ensure coherent scene layouts and consistent object placements across views. VIPScene accepts both text and image prompts and seamlessly integrates video generation, feedforward 3D reconstruction, and open-vocabulary perception models to semantically and geometrically analyze each object in a scene. This enables flexible scene synthesis with high realism and structural consistency. For more precise analysis, we further introduce First-Person View Score (FPVScore) for coherence and plausibility evaluation, utilizing continuous first-person perspective to capitalize on the reasoning ability of multimodal large language models. Extensive experiments show that VIPScene significantly outperforms existing methods and generalizes well across diverse scenarios. The code will be released.

  • 8 authors
·
Jun 25, 2025

Point of View: How Perspective Affects Perceived Robot Sociability

Ensuring that robot navigation is safe and socially acceptable is crucial for comfortable human-robot interaction in shared environments. However, existing validation methods often rely on a bird's-eye (allocentric) perspective, which fails to capture the subjective first-person experience of pedestrians encountering robots in the real world. In this paper, we address the perceptual gap between allocentric validation and egocentric experience by investigating how different perspectives affect the perceived sociability and disturbance of robot trajectories. Our approach uses an immersive VR environment to evaluate identical robot trajectories across allocentric, egocentric-proximal, and egocentric-distal viewpoints in a user study. We perform this analysis for trajectories generated from two different navigation policies to understand if the observed differences are unique to a single type of trajectory or more generalizable. We further examine whether augmenting a trajectory with a head-nod gesture can bridge the perceptual gap and improve human comfort. Our experiments suggest that trajectories rated as sociable from an allocentric view may be perceived as significantly more disturbing when experienced from a first-person perspective in close proximity. Our results also demonstrate that while passing distance affects perceived disturbance, communicative social signaling, such as a head-nod, can effectively enhance the perceived sociability of the robot's behavior.

  • 4 authors
·
Aug 9

EgoGen: An Egocentric Synthetic Data Generator

Understanding the world in first-person view is fundamental in Augmented Reality (AR). This immersive perspective brings dramatic visual changes and unique challenges compared to third-person views. Synthetic data has empowered third-person-view vision models, but its application to embodied egocentric perception tasks remains largely unexplored. A critical challenge lies in simulating natural human movements and behaviors that effectively steer the embodied cameras to capture a faithful egocentric representation of the 3D world. To address this challenge, we introduce EgoGen, a new synthetic data generator that can produce accurate and rich ground-truth training data for egocentric perception tasks. At the heart of EgoGen is a novel human motion synthesis model that directly leverages egocentric visual inputs of a virtual human to sense the 3D environment. Combined with collision-avoiding motion primitives and a two-stage reinforcement learning approach, our motion synthesis model offers a closed-loop solution where the embodied perception and movement of the virtual human are seamlessly coupled. Compared to previous works, our model eliminates the need for a pre-defined global path, and is directly applicable to dynamic environments. Combined with our easy-to-use and scalable data generation pipeline, we demonstrate EgoGen's efficacy in three tasks: mapping and localization for head-mounted cameras, egocentric camera tracking, and human mesh recovery from egocentric views. EgoGen will be fully open-sourced, offering a practical solution for creating realistic egocentric training data and aiming to serve as a useful tool for egocentric computer vision research. Refer to our project page: https://ego-gen.github.io/.

  • 8 authors
·
Jan 16, 2024

Beyond Hallucinations: The Illusion of Understanding in Large Language Models

Large language models (LLMs) are becoming deeply embedded in human communication and decision-making, yet they inherit the ambiguity, bias, and lack of direct access to truth inherent in language itself. While their outputs are fluent, emotionally resonant, and coherent, they are generated through statistical prediction rather than grounded reasoning. This creates the risk of hallucination, responses that sound convincing but lack factual validity. Building on Geoffrey Hinton's observation that AI mirrors human intuition rather than reasoning, this paper argues that LLMs operationalize System 1 cognition at scale: fast, associative, and persuasive, but without reflection or falsification. To address this, we introduce the Rose-Frame, a three-dimensional framework for diagnosing cognitive and epistemic drift in human-AI interaction. The three axes are: (i) Map vs. Territory, which distinguishes representations of reality (epistemology) from reality itself (ontology); (ii) Intuition vs. Reason, drawing on dual-process theory to separate fast, emotional judgments from slow, reflective thinking; and (iii) Conflict vs. Confirmation, which examines whether ideas are critically tested through disagreement or simply reinforced through mutual validation. Each dimension captures a distinct failure mode, and their combination amplifies misalignment. Rose-Frame does not attempt to fix LLMs with more data or rules. Instead, it offers a reflective tool that makes both the model's limitations and the user's assumptions visible, enabling more transparent and critically aware AI deployment. It reframes alignment as cognitive governance: intuition, whether human or artificial, must remain governed by human reason. Only by embedding reflective, falsifiable oversight can we align machine fluency with human understanding.

  • 4 authors
·
Oct 16, 2025

CLASH: Evaluating Language Models on Judging High-Stakes Dilemmas from Multiple Perspectives

Navigating high-stakes dilemmas involving conflicting values is challenging even for humans, let alone for AI. Yet prior work in evaluating the reasoning capabilities of large language models (LLMs) in such situations has been limited to everyday scenarios. To close this gap, this work first introduces CLASH (Character perspective-based LLM Assessments in Situations with High-stakes), a meticulously curated dataset consisting of 345 high-impact dilemmas along with 3,795 individual perspectives of diverse values. In particular, we design CLASH in a way to support the study of critical aspects of value-based decision-making processes which are missing from prior work, including understanding decision ambivalence and psychological discomfort as well as capturing the temporal shifts of values in characters' perspectives. By benchmarking 10 open and closed frontier models, we uncover several key findings. (1) Even the strongest models, such as GPT-4o and Claude-Sonnet, achieve less than 50% accuracy in identifying situations where the decision should be ambivalent, while they perform significantly better in clear-cut scenarios. (2) While LLMs reasonably predict psychological discomfort as marked by human, they inadequately comprehend perspectives involving value shifts, indicating a need for LLMs to reason over complex values. (3) Our experiments also reveal a significant correlation between LLMs' value preferences and their steerability towards a given value. (4) Finally, LLMs exhibit greater steerability when engaged in value reasoning from a third-party perspective, compared to a first-person setup, though certain value pairs benefit uniquely from the first-person framing.

  • 4 authors
·
Apr 14, 2025 2

Higher-Order Binding of Language Model Virtual Personas: a Study on Approximating Political Partisan Misperceptions

Large language models (LLMs) are increasingly capable of simulating human behavior, offering cost-effective ways to estimate user responses during the early phases of survey design. While previous studies have examined whether models can reflect individual opinions or attitudes, we argue that a higher-order binding of virtual personas requires successfully approximating not only the opinions of a user as an identified member of a group, but also the nuanced ways in which that user perceives and evaluates those outside the group. In particular, faithfully simulating how humans perceive different social groups is critical for applying LLMs to various political science studies, including timely topics on polarization dynamics, inter-group conflict, and democratic backsliding. To this end, we propose a novel methodology for constructing virtual personas with synthetic user ``backstories" generated as extended, multi-turn interview transcripts. Our generated backstories are longer, rich in detail, and consistent in authentically describing a singular individual, compared to previous methods. We show that virtual personas conditioned on our backstories closely replicate human response distributions (up to an 87\% improvement as measured by Wasserstein Distance) and produce effect sizes that closely match those observed in the original studies. Altogether, our work extends the applicability of LLMs beyond estimating individual self-opinions, enabling their use in a broader range of human studies.

  • 6 authors
·
Apr 15, 2025

TopViewRS: Vision-Language Models as Top-View Spatial Reasoners

Top-view perspective denotes a typical way in which humans read and reason over different types of maps, and it is vital for localization and navigation of humans as well as of `non-human' agents, such as the ones backed by large Vision-Language Models (VLMs). Nonetheless, spatial reasoning capabilities of modern VLMs remain unattested and underexplored. In this work, we thus study their capability to understand and reason over spatial relations from the top view. The focus on top view also enables controlled evaluations at different granularity of spatial reasoning; we clearly disentangle different abilities (e.g., recognizing particular objects versus understanding their relative positions). We introduce the TopViewRS (Top-View Reasoning in Space) dataset, consisting of 11,384 multiple-choice questions with either realistic or semantic top-view map as visual input. We then use it to study and evaluate VLMs across 4 perception and reasoning tasks with different levels of complexity. Evaluation of 10 representative open- and closed-source VLMs reveals the gap of more than 50% compared to average human performance, and it is even lower than the random baseline in some cases. Although additional experiments show that Chain-of-Thought reasoning can boost model capabilities by 5.82% on average, the overall performance of VLMs remains limited. Our findings underscore the critical need for enhanced model capability in top-view spatial reasoning and set a foundation for further research towards human-level proficiency of VLMs in real-world multimodal tasks.

  • 6 authors
·
Jun 4, 2024

Beyond True or False: Retrieval-Augmented Hierarchical Analysis of Nuanced Claims

Claims made by individuals or entities are oftentimes nuanced and cannot be clearly labeled as entirely "true" or "false" -- as is frequently the case with scientific and political claims. However, a claim (e.g., "vaccine A is better than vaccine B") can be dissected into its integral aspects and sub-aspects (e.g., efficacy, safety, distribution), which are individually easier to validate. This enables a more comprehensive, structured response that provides a well-rounded perspective on a given problem while also allowing the reader to prioritize specific angles of interest within the claim (e.g., safety towards children). Thus, we propose ClaimSpect, a retrieval-augmented generation-based framework for automatically constructing a hierarchy of aspects typically considered when addressing a claim and enriching them with corpus-specific perspectives. This structure hierarchically partitions an input corpus to retrieve relevant segments, which assist in discovering new sub-aspects. Moreover, these segments enable the discovery of varying perspectives towards an aspect of the claim (e.g., support, neutral, or oppose) and their respective prevalence (e.g., "how many biomedical papers believe vaccine A is more transportable than B?"). We apply ClaimSpect to a wide variety of real-world scientific and political claims featured in our constructed dataset, showcasing its robustness and accuracy in deconstructing a nuanced claim and representing perspectives within a corpus. Through real-world case studies and human evaluation, we validate its effectiveness over multiple baselines.

  • 3 authors
·
Jun 12, 2025 2

The 3D-PC: a benchmark for visual perspective taking in humans and machines

Visual perspective taking (VPT) is the ability to perceive and reason about the perspectives of others. It is an essential feature of human intelligence, which develops over the first decade of life and requires an ability to process the 3D structure of visual scenes. A growing number of reports have indicated that deep neural networks (DNNs) become capable of analyzing 3D scenes after training on large image datasets. We investigated if this emergent ability for 3D analysis in DNNs is sufficient for VPT with the 3D perception challenge (3D-PC): a novel benchmark for 3D perception in humans and DNNs. The 3D-PC is comprised of three 3D-analysis tasks posed within natural scene images: 1. a simple test of object depth order, 2. a basic VPT task (VPT-basic), and 3. another version of VPT (VPT-Strategy) designed to limit the effectiveness of "shortcut" visual strategies. We tested human participants (N=33) and linearly probed or text-prompted over 300 DNNs on the challenge and found that nearly all of the DNNs approached or exceeded human accuracy in analyzing object depth order. Surprisingly, DNN accuracy on this task correlated with their object recognition performance. In contrast, there was an extraordinary gap between DNNs and humans on VPT-basic. Humans were nearly perfect, whereas most DNNs were near chance. Fine-tuning DNNs on VPT-basic brought them close to human performance, but they, unlike humans, dropped back to chance when tested on VPT-perturb. Our challenge demonstrates that the training routines and architectures of today's DNNs are well-suited for learning basic 3D properties of scenes and objects but are ill-suited for reasoning about these properties like humans do. We release our 3D-PC datasets and code to help bridge this gap in 3D perception between humans and machines.

  • 8 authors
·
Jun 6, 2024

From Seeing to Acting: Smart Glasses as First-Person Intelligence Platforms

Smart glasses are evolving from capture and display accessories into first-person intelligence platforms that connect human perception, persistent context, and digital or physical action. Their on-body viewpoint aligns with the wearer's vision, audition, motion, and hand-object interaction, but must operate under tight energy, thermal, privacy, and feedback constraints. Despite rapid progress in augmented reality, egocentric vision, multimodal models, human-computer interaction, and embodied intelligence, the literature remains fragmented across devices, tasks, and benchmarks. The key challenge is not whether a model can recognize, answer, remember, or act in isolation, but whether a complete system can sustain a reliable, temporally valid, correctable, and governable perception-state-interaction-action loop. This survey is the \textbf{first to systematically study smart glasses through such a unified framework}. We formalize first-person data flow and constrained task utility, characterize devices along eight verifiable hardware capability axes, organize the literature around seven interdependent foundational capabilities, and introduce an L0-L5 framework spanning capture, reactive perception, contextual assistance, persistent state, governed action, and embodied coupling. Across nine application scenes, we connect tasks with datasets, systems, products, stakeholders, failure consequences, and evidence gaps. We further present a nine-dimensional deployment framework, a claim-conditioned evaluation protocol, and an evidence ladder from controlled measurement to longitudinal field validation and audit. Together, these elements make smart glasses more comparable, deployable, and reproducibly evaluated, while outlining a roadmap toward trustworthy first-person intelligence.

  • 3 authors
·
Aug 24 2

Reasoning Path and Latent State Analysis for Multi-view Visual Spatial Reasoning: A Cognitive Science Perspective

Spatial reasoning is a core aspect of human intelligence that allows perception, inference and planning in 3D environments. However, current vision-language models (VLMs) struggle to maintain geometric coherence and cross-view consistency for spatial reasoning in multi-view settings. We attribute this gap to the lack of fine-grained benchmarks that isolate multi-view reasoning from single-view perception and temporal factors. To address this, we present ReMindView-Bench, a cognitively grounded benchmark for evaluating how VLMs construct, align and maintain spatial mental models across complementary viewpoints. ReMindView-Bench systematically varies viewpoint spatial pattern and query type to probe key factors of spatial cognition. Evaluations of 15 current VLMs reveals consistent failures in cross-view alignment and perspective-taking in multi-view spatial reasoning, motivating deeper analysis on the reasoning process. Explicit phase-wise analysis using LLM-as-a-judge and self-consistency prompting shows that VLMs perform well on in-frame perception but degrade sharply when integrating information across views. Implicit analysis, including linear probing and entropy dynamics, further show progressive loss of task-relevant information and uncertainty separation between correct and incorrect trajectories. These results provide a cognitively grounded diagnosis of VLM spatial reasoning and reveal how multi-view spatial mental models are formed, degraded and destabilized across reasoning phases. The ReMindView-Bench benchmark is available at https://huggingface.co/datasets/Xue0823/ReMindView-Bench, and the source codes of benchmark construction and VLM reasoning analysis are available at https://github.com/pittisl/ReMindView-Bench.

  • 6 authors
·
Dec 1, 2025

Cross-View Exocentric to Egocentric Video Synthesis

Cross-view video synthesis task seeks to generate video sequences of one view from another dramatically different view. In this paper, we investigate the exocentric (third-person) view to egocentric (first-person) view video generation task. This is challenging because egocentric view sometimes is remarkably different from the exocentric view. Thus, transforming the appearances across the two different views is a non-trivial task. Particularly, we propose a novel Bi-directional Spatial Temporal Attention Fusion Generative Adversarial Network (STA-GAN) to learn both spatial and temporal information to generate egocentric video sequences from the exocentric view. The proposed STA-GAN consists of three parts: temporal branch, spatial branch, and attention fusion. First, the temporal and spatial branches generate a sequence of fake frames and their corresponding features. The fake frames are generated in both downstream and upstream directions for both temporal and spatial branches. Next, the generated four different fake frames and their corresponding features (spatial and temporal branches in two directions) are fed into a novel multi-generation attention fusion module to produce the final video sequence. Meanwhile, we also propose a novel temporal and spatial dual-discriminator for more robust network optimization. Extensive experiments on the Side2Ego and Top2Ego datasets show that the proposed STA-GAN significantly outperforms the existing methods.

  • 5 authors
·
Jul 6, 2021

Avalon's Game of Thoughts: Battle Against Deception through Recursive Contemplation

Recent breakthroughs in large language models (LLMs) have brought remarkable success in the field of LLM-as-Agent. Nevertheless, a prevalent assumption is that the information processed by LLMs is consistently honest, neglecting the pervasive deceptive or misleading information in human society and AI-generated content. This oversight makes LLMs susceptible to malicious manipulations, potentially resulting in detrimental outcomes. This study utilizes the intricate Avalon game as a testbed to explore LLMs' potential in deceptive environments. Avalon, full of misinformation and requiring sophisticated logic, manifests as a "Game-of-Thoughts". Inspired by the efficacy of humans' recursive thinking and perspective-taking in the Avalon game, we introduce a novel framework, Recursive Contemplation (ReCon), to enhance LLMs' ability to identify and counteract deceptive information. ReCon combines formulation and refinement contemplation processes; formulation contemplation produces initial thoughts and speech, while refinement contemplation further polishes them. Additionally, we incorporate first-order and second-order perspective transitions into these processes respectively. Specifically, the first-order allows an LLM agent to infer others' mental states, and the second-order involves understanding how others perceive the agent's mental state. After integrating ReCon with different LLMs, extensive experiment results from the Avalon game indicate its efficacy in aiding LLMs to discern and maneuver around deceptive information without extra fine-tuning and data. Finally, we offer a possible explanation for the efficacy of ReCon and explore the current limitations of LLMs in terms of safety, reasoning, speaking style, and format, potentially furnishing insights for subsequent research.

  • 10 authors
·
Oct 2, 2023

Predicting Camera Pose from Perspective Descriptions for Spatial Reasoning

Multi-image spatial reasoning remains challenging for current multimodal large language models (MLLMs). While single-view perception is inherently 2D, reasoning over multiple views requires building a coherent scene understanding across viewpoints. In particular, we study perspective taking, where a model must build a coherent 3D understanding from multi-view observations and use it to reason from a new, language-specified viewpoint. We introduce CAMCUE, a pose-aware multi-image framework that uses camera pose as an explicit geometric anchor for cross-view fusion and novel-view reasoning. CAMCUE injects per-view pose into visual tokens, grounds natural-language viewpoint descriptions to a target camera pose, and synthesizes a pose-conditioned imagined target view to support answering. To support this setting, we curate CAMCUE-DATA with 27,668 training and 508 test instances pairing multi-view images and poses with diverse target-viewpoint descriptions and perspective-shift questions. We also include human-annotated viewpoint descriptions in the test split to evaluate generalization to human language. CAMCUE improves overall accuracy by 9.06% and predicts target poses from natural-language viewpoint descriptions with over 90% rotation accuracy within 20° and translation accuracy within a 0.5 error threshold. This direct grounding avoids expensive test-time search-and-match, reducing inference time from 256.6s to 1.45s per example and enabling fast, interactive use in real-world scenarios.

  • 4 authors
·
Feb 5

Select2Plan: Training-Free ICL-Based Planning through VQA and Memory Retrieval

This study explores the potential of off-the-shelf Vision-Language Models (VLMs) for high-level robot planning in the context of autonomous navigation. Indeed, while most of existing learning-based approaches for path planning require extensive task-specific training/fine-tuning, we demonstrate how such training can be avoided for most practical cases. To do this, we introduce Select2Plan (S2P), a novel training-free framework for high-level robot planning which completely eliminates the need for fine-tuning or specialised training. By leveraging structured Visual Question-Answering (VQA) and In-Context Learning (ICL), our approach drastically reduces the need for data collection, requiring a fraction of the task-specific data typically used by trained models, or even relying only on online data. Our method facilitates the effective use of a generally trained VLM in a flexible and cost-efficient way, and does not require additional sensing except for a simple monocular camera. We demonstrate its adaptability across various scene types, context sources, and sensing setups. We evaluate our approach in two distinct scenarios: traditional First-Person View (FPV) and infrastructure-driven Third-Person View (TPV) navigation, demonstrating the flexibility and simplicity of our method. Our technique significantly enhances the navigational capabilities of a baseline VLM of approximately 50% in TPV scenario, and is comparable to trained models in the FPV one, with as few as 20 demonstrations.

  • 6 authors
·
Nov 6, 2024

ViewSpatial-Bench: Evaluating Multi-perspective Spatial Localization in Vision-Language Models

Vision-language models (VLMs) have demonstrated remarkable capabilities in understanding and reasoning about visual content, but significant challenges persist in tasks requiring cross-viewpoint understanding and spatial reasoning. We identify a critical limitation: current VLMs excel primarily at egocentric spatial reasoning (from the camera's perspective) but fail to generalize to allocentric viewpoints when required to adopt another entity's spatial frame of reference. We introduce ViewSpatial-Bench, the first comprehensive benchmark designed specifically for multi-viewpoint spatial localization recognition evaluation across five distinct task types, supported by an automated 3D annotation pipeline that generates precise directional labels. Comprehensive evaluation of diverse VLMs on ViewSpatial-Bench reveals a significant performance disparity: models demonstrate reasonable performance on camera-perspective tasks but exhibit reduced accuracy when reasoning from a human viewpoint. By fine-tuning VLMs on our multi-perspective spatial dataset, we achieve an overall performance improvement of 46.24% across tasks, highlighting the efficacy of our approach. Our work establishes a crucial benchmark for spatial intelligence in embodied AI systems and provides empirical evidence that modeling 3D spatial relationships enhances VLMs' corresponding spatial comprehension capabilities.

  • 12 authors
·
May 27, 2025 2

EmbRACE-3K: Embodied Reasoning and Action in Complex Environments

Recent advanced vision-language models(VLMs) have demonstrated strong performance on passive, offline image and video understanding tasks. However, their effectiveness in embodied settings, which require online interaction and active scene understanding remains limited. In such scenarios, an agent perceives the environment from a first-person perspective, with each action dynamically shaping subsequent observations. Even state-of-the-art models such as GPT-4o, Claude 3.5 Sonnet, and Gemini 2.5 Pro struggle in open-environment interactions, exhibiting clear limitations in spatial reasoning and long-horizon planning. To address this gap, we introduce EmRACE-3K, a dataset of over 3,000 language-guided tasks situated in diverse, photorealistic environments constructed using Unreal Engine and the UnrealCV-Zoo framework. The tasks encompass a wide range of embodied challenges, including navigation, object manipulation, and multi-stage goal execution. Each task unfolds as a multi-step trajectory, pairing first-person visual observations with high-level instructions, grounded actions, and natural language rationales that express the agent's intent at every step. Using EmRACE-3K, we establish a benchmark to evaluate the embodied reasoning capabilities of VLMs across three key dimensions: Exploration, Dynamic Spatial-Semantic Reasoning, and Multi-stage Goal Execution. In zero-shot settings, all models achieve success rates below 20%, underscoring the challenge posed by our benchmark and the current limitations of VLMs in interactive environments. To demonstrate the utility of EmRACE-3K, we further fine-tune Qwen2.5-VL-7B using supervised learning followed by reinforcement learning. This approach yields substantial improvements across all three challenge categories, highlighting the dataset's effectiveness in enabling the development of embodied reasoning capabilities.

  • 9 authors
·
Jul 14, 2025 5

ChildPlay-Hand: A Dataset of Hand Manipulations in the Wild

Hand-Object Interaction (HOI) is gaining significant attention, particularly with the creation of numerous egocentric datasets driven by AR/VR applications. However, third-person view HOI has received less attention, especially in terms of datasets. Most third-person view datasets are curated for action recognition tasks and feature pre-segmented clips of high-level daily activities, leaving a gap for in-the-wild datasets. To address this gap, we propose ChildPlay-Hand, a novel dataset that includes person and object bounding boxes, as well as manipulation actions. ChildPlay-Hand is unique in: (1) providing per-hand annotations; (2) featuring videos in uncontrolled settings with natural interactions, involving both adults and children; (3) including gaze labels from the ChildPlay-Gaze dataset for joint modeling of manipulations and gaze. The manipulation actions cover the main stages of an HOI cycle, such as grasping, holding or operating, and different types of releasing. To illustrate the interest of the dataset, we study two tasks: object in hand detection (OiH), i.e. if a person has an object in their hand, and manipulation stages (ManiS), which is more fine-grained and targets the main stages of manipulation. We benchmark various spatio-temporal and segmentation networks, exploring body vs. hand-region information and comparing pose and RGB modalities. Our findings suggest that ChildPlay-Hand is a challenging new benchmark for modeling HOI in the wild.

  • 3 authors
·
Sep 14, 2024

ReViV: Reconstructing the Viewer and the View in 4D from Monocular Egocentric Video

Egocentric devices, such as wearable front-facing cameras, provide a unique perspective for capturing the continuous interaction between a human viewer and the surrounding environment. A holistic and efficient multimodal model capable of reconstructing this 4D representation is therefore highly desirable. However, existing approaches often rely on auxiliary inputs such as pre-computed camera trajectories, treat scene perception and human ego-motion modeling as separate problems despite their strong interdependency, and suffer from slow inference time. To address these limitations, we present ReViV, the first unified framework for holistic egocentric 4D reconstruction that extracts both viewer and view dynamics from a single monocular RGB video. We formulate the task as learning the full joint probability distribution over multimodal signals, including RGB video, camera trajectory, gaze direction, full-body motion, hand motion, and depth. Powered by a Masked Generative Egocentric Transformer, ReViV operates within a single feed-forward architecture to simultaneously reconstruct the temporally consistent 4D reconstruction across the viewer and the view with fast inference speed. Extensive experiments on diverse benchmarks, including HoloAssist, HOT3D, ARCTIC, Aria Digital Twin, and TACO, demonstrate that ReViV achieves state-of-the-art accuracy and efficiency across holistic ego-body, hand, and gaze reconstruction, camera tracking, while maintaining highly competitive egocentric depth estimation without relying on heavy task-specific priors. Code and models are fully open-sourced: https://reviv4d.github.io/.

The Wisdom of Polarized Crowds

As political polarization in the United States continues to rise, the question of whether polarized individuals can fruitfully cooperate becomes pressing. Although diversity of individual perspectives typically leads to superior team performance on complex tasks, strong political perspectives have been associated with conflict, misinformation and a reluctance to engage with people and perspectives beyond one's echo chamber. It is unclear whether self-selected teams of politically diverse individuals will create higher or lower quality outcomes. In this paper, we explore the effect of team political composition on performance through analysis of millions of edits to Wikipedia's Political, Social Issues, and Science articles. We measure editors' political alignments by their contributions to conservative versus liberal articles. A survey of editors validates that those who primarily edit liberal articles identify more strongly with the Democratic party and those who edit conservative ones with the Republican party. Our analysis then reveals that polarized teams---those consisting of a balanced set of politically diverse editors---create articles of higher quality than politically homogeneous teams. The effect appears most strongly in Wikipedia's Political articles, but is also observed in Social Issues and even Science articles. Analysis of article "talk pages" reveals that politically polarized teams engage in longer, more constructive, competitive, and substantively focused but linguistically diverse debates than political moderates. More intense use of Wikipedia policies by politically diverse teams suggests institutional design principles to help unleash the power of politically polarized teams.

  • 4 authors
·
Nov 28, 2017

Seeing Isn't Knowing: Do VLMs Know When Not to Answer Spatial Questions (and Why)?

Spatial reasoning is a fundamental capability for vision-language models (VLMs) deployed in real-world environments. However, visual observations are inherently limited representations of a 3D world: occlusion can render objects invisible, and perspective can make geometric properties misleading. Despite this, existing spatial reasoning benchmarks typically assume that observations are sufficient and reliable, focusing on whether models produce correct answers rather than whether they recognize when a question cannot be answered and what additional observations would be needed. In this work, we challenge this assumption by constructing a controlled evaluation framework, SpatialUncertain, and introducing two types of observation challenges: (1) occlusion, which hides target information, and (2) perspective ambiguity, which produces misleading visual cues. For each configuration, we design spatial questions that are answerable under clean observations but require abstention under the introduced challenges. We further evaluate whether models can identify which additional viewpoints would resolve perspective ambiguity. Our results across a diverse set of frontier open- and closed-source VLMs reveal two consistent failure modes. First, models are prone to overconfident answering, attempting to solve spatial reasoning tasks even when visual evidence is incomplete or misleading, with average accuracy around 30\% under occlusion and below 10\% under perspective ambiguity. Second, even when additional views are available, some models perform near random chance in identifying which would provide reliable evidence. Together, our findings call for moving beyond answer correctness toward evaluating whether models know when to abstain and how to seek reliable evidence.

  • 6 authors
·
May 27 2

Ego3DPose: Capturing 3D Cues from Binocular Egocentric Views

We present Ego3DPose, a highly accurate binocular egocentric 3D pose reconstruction system. The binocular egocentric setup offers practicality and usefulness in various applications, however, it remains largely under-explored. It has been suffering from low pose estimation accuracy due to viewing distortion, severe self-occlusion, and limited field-of-view of the joints in egocentric 2D images. Here, we notice that two important 3D cues, stereo correspondences, and perspective, contained in the egocentric binocular input are neglected. Current methods heavily rely on 2D image features, implicitly learning 3D information, which introduces biases towards commonly observed motions and leads to low overall accuracy. We observe that they not only fail in challenging occlusion cases but also in estimating visible joint positions. To address these challenges, we propose two novel approaches. First, we design a two-path network architecture with a path that estimates pose per limb independently with its binocular heatmaps. Without full-body information provided, it alleviates bias toward trained full-body distribution. Second, we leverage the egocentric view of body limbs, which exhibits strong perspective variance (e.g., a significantly large-size hand when it is close to the camera). We propose a new perspective-aware representation using trigonometry, enabling the network to estimate the 3D orientation of limbs. Finally, we develop an end-to-end pose reconstruction network that synergizes both techniques. Our comprehensive evaluations demonstrate that Ego3DPose outperforms state-of-the-art models by a pose estimation error (i.e., MPJPE) reduction of 23.1% in the UnrealEgo dataset. Our qualitative results highlight the superiority of our approach across a range of scenarios and challenges.

  • 4 authors
·
Sep 20, 2023

Learning Situated Awareness in the Real World

A core aspect of human perception is situated awareness, the ability to relate ourselves to the surrounding physical environment and reason over possible actions in context. However, most existing benchmarks for multimodal foundation models (MFMs) emphasize environment-centric spatial relations (relations among objects in a scene), while largely overlooking observer-centric relationships that require reasoning relative to agent's viewpoint, pose, and motion. To bridge this gap, we introduce SAW-Bench (Situated Awareness in the Real World), a novel benchmark for evaluating egocentric situated awareness using real-world videos. SAW-Bench comprises 786 self-recorded videos captured with Ray-Ban Meta (Gen 2) smart glasses spanning diverse indoor and outdoor environments, and over 2,071 human-annotated question-answer pairs. It probes a model's observer-centric understanding with six different awareness tasks. Our comprehensive evaluation reveals a human-model performance gap of 37.66%, even with the best-performing MFM, Gemini 3 Flash. Beyond this gap, our in-depth analysis uncovers several notable findings; for example, while models can exploit partial geometric cues in egocentric videos, they often fail to infer a coherent camera geometry, leading to systematic spatial reasoning errors. We position SAW-Bench as a benchmark for situated spatial intelligence, moving beyond passive observation to understanding physically grounded, observer-centric dynamics.

EgoMe: Follow Me via Egocentric View in Real World

When interacting with the real world, human often take the egocentric (first-person) view as a benchmark, naturally transferring behaviors observed from a exocentric (third-person) view to their own. This cognitive theory provides a foundation for researching how robots can more effectively imitate human behavior. However, current research either employs multiple cameras with different views focusing on the same individual's behavior simultaneously or encounters unpair ego-exo view scenarios, there is no effort to fully exploit human cognitive behavior in the real world. To fill this gap, in this paper, we introduce a novel large-scale egocentric dataset, called EgoMe, which towards following the process of human imitation learning via egocentric view in the real world. Our dataset includes 7902 pairs of videos (15804 videos) for diverse daily behaviors in real-world scenarios. For a pair of videos, one video captures a exocentric view of the imitator observing the demonstrator's actions, while the other captures a egocentric view of the imitator subsequently following those actions. Notably, our dataset also contain exo-ego eye gaze, angular velocity, acceleration, magnetic strength and other sensor multi-modal data for assisting in establishing correlations between observing and following process. In addition, we also propose eight challenging benchmark tasks for fully leveraging this data resource and promoting the research of robot imitation learning ability. Extensive statistical analysis demonstrates significant advantages compared to existing datasets. The proposed EgoMe dataset and benchmark will be released soon.

  • 6 authors
·
Jan 31, 2025

Latent Compass: Creation by Navigation

In Marius von Senden's Space and Sight, a newly sighted blind patient describes the experience of a corner as lemon-like, because corners "prick" sight like lemons prick the tongue. Prickliness, here, is a dimension in the feature space of sensory experience, an effect of the perceived on the perceiver that arises where the two interact. In the account of the newly sighted, an effect familiar from one interaction translates to a novel context. Perception serves as the vehicle for generalization, in that an effect shared across different experiences produces a concrete abstraction grounded in those experiences. Cezanne and the post-impressionists, fluent in the language of experience translation, realized that the way to paint a concrete form that best reflected reality was to paint not what they saw, but what it was like to see. We envision a future of creation using AI where what it is like to see is replicable, transferrable, manipulable - part of the artist's palette that is both grounded in a particular context, and generalizable beyond it. An active line of research maps human-interpretable features onto directions in GAN latent space. Supervised and self-supervised approaches that search for anticipated directions or use off-the-shelf classifiers to drive image manipulation in embedding space are limited in the variety of features they can uncover. Unsupervised approaches that discover useful new directions show that the space of perceptually meaningful directions is nowhere close to being fully mapped. As this space is broad and full of creative potential, we want tools for direction discovery that capture the richness and generalizability of human perception. Our approach puts creators in the discovery loop during real-time tool use, in order to identify directions that are perceptually meaningful to them, and generate interpretable image translations along those directions.

  • 3 authors
·
Dec 19, 2020

MMPerspective: Do MLLMs Understand Perspective? A Comprehensive Benchmark for Perspective Perception, Reasoning, and Robustness

Understanding perspective is fundamental to human visual perception, yet the extent to which multimodal large language models (MLLMs) internalize perspective geometry remains unclear. We introduce MMPerspective, the first benchmark specifically designed to systematically evaluate MLLMs' understanding of perspective through 10 carefully crafted tasks across three complementary dimensions: Perspective Perception, Reasoning, and Robustness. Our benchmark comprises 2,711 real-world and synthetic image instances with 5,083 question-answer pairs that probe key capabilities, such as vanishing point perception and counting, perspective type reasoning, line relationship understanding in 3D space, invariance to perspective-preserving transformations, etc. Through a comprehensive evaluation of 43 state-of-the-art MLLMs, we uncover significant limitations: while models demonstrate competence on surface-level perceptual tasks, they struggle with compositional reasoning and maintaining spatial consistency under perturbations. Our analysis further reveals intriguing patterns between model architecture, scale, and perspective capabilities, highlighting both robustness bottlenecks and the benefits of chain-of-thought prompting. MMPerspective establishes a valuable testbed for diagnosing and advancing spatial understanding in vision-language systems. Resources available at: https://yunlong10.github.io/MMPerspective/

  • 14 authors
·
May 26, 2025 1

Unsupervised Learning of Important Objects from First-Person Videos

A first-person camera, placed at a person's head, captures, which objects are important to the camera wearer. Most prior methods for this task learn to detect such important objects from the manually labeled first-person data in a supervised fashion. However, important objects are strongly related to the camera wearer's internal state such as his intentions and attention, and thus, only the person wearing the camera can provide the importance labels. Such a constraint makes the annotation process costly and limited in scalability. In this work, we show that we can detect important objects in first-person images without the supervision by the camera wearer or even third-person labelers. We formulate an important detection problem as an interplay between the 1) segmentation and 2) recognition agents. The segmentation agent first proposes a possible important object segmentation mask for each image, and then feeds it to the recognition agent, which learns to predict an important object mask using visual semantics and spatial features. We implement such an interplay between both agents via an alternating cross-pathway supervision scheme inside our proposed Visual-Spatial Network (VSN). Our VSN consists of spatial ("where") and visual ("what") pathways, one of which learns common visual semantics while the other focuses on the spatial location cues. Our unsupervised learning is accomplished via a cross-pathway supervision, where one pathway feeds its predictions to a segmentation agent, which proposes a candidate important object segmentation mask that is then used by the other pathway as a supervisory signal. We show our method's success on two different important object datasets, where our method achieves similar or better results as the supervised methods.

  • 4 authors
·
Aug 1, 2017

Imaginative Perception Tokens Enhance Spatial Reasoning in Multimodal Language Models

Vision language models (VLMs) excel at many tasks but still struggle with spatial reasoning when critical information is not directly observable. Many such problems require imaginative perception: inferring what would be seen from an unseen viewpoint, tracing paths through occluded spaces, or integrating partial observations into a coherent spatial representation. We introduce Imaginative Perception Tokens (IPT), intermediate perceptual representations that externalize what a VLM would perceive under alternative spatial configurations while remaining consistent with the observed input. To study this capability, we formulate three tasks, Perspective Taking (PET), Path Tracing (PT), and Multiview Counting (MVC), and construct datasets of approximately 20K examples with ground truth imaginations, answers, and evaluation benchmarks. Using the unified VLM BAGEL as the backbone, IPT supervision consistently improves spatial reasoning and often outperforms textual chain of thought training, even without generating images at inference time. On MVC, IPT improves accuracy by 3.4% and achieves competitive performance with strong closed-source models on PT. We further find that combining IPT and label-only supervision yields additional gains, whereas textual chain of thought can substantially degrade performance, suggesting a modality mismatch when spatial computation is forced through language. Overall, IPT provides a principled supervision signal for reasoning about unobserved spatial structure, improving generalization while producing interpretable intermediate representations.

Towards Full Authorship with AI: Supporting Revision with AI-Generated Views

Large language models (LLMs) are shaping a new user interface (UI) paradigm in writing tools by enabling users to generate text through prompts. This paradigm shifts some creative control from the user to the system, thereby diminishing the user's authorship and autonomy in the writing process. To restore autonomy, we introduce Textfocals, a UI prototype designed to investigate a human-centered approach that emphasizes the user's role in writing. Textfocals supports the writing process by providing LLM-generated summaries, questions, and advice (i.e., LLM views) in a sidebar of a text editor, encouraging reflection and self-driven revision in writing without direct text generation. Textfocals' UI affordances, including contextually adaptive views and scaffolding for prompt selection and customization, offer a novel way to interact with LLMs where users maintain full authorship of their writing. A formative user study with Textfocals showed promising evidence that this approach might help users develop underdeveloped ideas, cater to the rhetorical audience, and clarify their writing. However, the study also showed interaction design challenges related to document navigation and scoping, prompt engineering, and context management. Our work highlights the breadth of the design space of writing support interfaces powered by generative AI that maintain authorship integrity.

CalvinU Calvin University
·
Mar 1, 2024

Actial: Activate Spatial Reasoning Ability of Multimodal Large Language Models

Recent advances in Multimodal Large Language Models (MLLMs) have significantly improved 2D visual understanding, prompting interest in their application to complex 3D reasoning tasks. However, it remains unclear whether these models can effectively capture the detailed spatial information required for robust real-world performance, especially cross-view consistency, a key requirement for accurate 3D reasoning. Considering this issue, we introduce Viewpoint Learning, a task designed to evaluate and improve the spatial reasoning capabilities of MLLMs. We present the Viewpoint-100K dataset, consisting of 100K object-centric image pairs with diverse viewpoints and corresponding question-answer pairs. Our approach employs a two-stage fine-tuning strategy: first, foundational knowledge is injected to the baseline MLLM via Supervised Fine-Tuning (SFT) on Viewpoint-100K, resulting in significant improvements across multiple tasks; second, generalization is enhanced through Reinforcement Learning using the Group Relative Policy Optimization (GRPO) algorithm on a broader set of questions. Additionally, we introduce a hybrid cold-start initialization method designed to simultaneously learn viewpoint representations and maintain coherent reasoning thinking. Experimental results show that our approach significantly activates the spatial reasoning ability of MLLM, improving performance on both in-domain and out-of-domain reasoning tasks. Our findings highlight the value of developing foundational spatial skills in MLLMs, supporting future progress in robotics, autonomous systems, and 3D scene understanding.

  • 14 authors
·
Nov 3, 2025 1

Who Sees What? Structured Thought-Action Sequences for Epistemic Reasoning in LLMs

Recent advances in large language models (LLMs) and reasoning frameworks have opened new possibilities for improving the perspective -taking capabilities of autonomous agents. However, tasks that involve active perception, collaborative reasoning, and perspective taking (understanding what another agent can see or knows) pose persistent challenges for current LLM-based systems. This study investigates the potential of structured examples derived from transformed solution graphs generated by the Fast Downward planner to improve the performance of LLM-based agents within a ReAct framework. We propose a structured solution-processing pipeline that generates three distinct categories of examples: optimal goal paths (G-type), informative node paths (E-type), and step-by-step optimal decision sequences contrasting alternative actions (L-type). These solutions are further converted into ``thought-action'' examples by prompting an LLM to explicitly articulate the reasoning behind each decision. While L-type examples slightly reduce clarification requests and overall action steps, they do not yield consistent improvements. Agents are successful in tasks requiring basic attentional filtering but struggle in scenarios that required mentalising about occluded spaces or weighing the costs of epistemic actions. These findings suggest that structured examples alone are insufficient for robust perspective-taking, underscoring the need for explicit belief tracking, cost modelling, and richer environments to enable socially grounded collaboration in LLM-based agents.

  • 7 authors
·
Aug 19, 2025

MultiView-Bench: A Diagnostic Benchmark for World-Centric Multi-View Integration in VLMs

Recent benchmarks for VLMs largely assess single- or limited-view perception, leaving untested the core cognitive ability to integrate observations across viewpoints into a coherent, world-centric (allocentric) 3D mental model. We introduce MultiView-Bench, a diagnostic benchmark expressly designed to evaluate multi-view integration for holistic 3D scene comprehension. Unlike existing datasets that focus on pixel-level mapping or camera-relative navigation, MultiView-Bench requires models to decouple object positioning from transient perspectives and ground them in a fixed global coordinate system. This capability serves as a prerequisite for VLMs before being deployed for downstream tasks such as mechanical part assembly. Our systematic evaluation of frontier VLMs reveals consistent failure modes: strong performance on 2D planar relations from a single image, but marked difficulty with 3D spatial relations and with aggregating information across views. We further identify biases in VLMs, such as struggles with unconventional axis directions and sensitivity to object colorways and texture variations. Acknowledging these limitations, we propose ViewNavigator, which uses active viewpoint selection and evidence fusion to improve four base models by 12.3--20.0 percentage points under a six-image cap matching the fixed-view baseline; budget-extended gains are model-dependent and reach 27 percentage points for GPT-5.

  • 5 authors
·
Aug 6

Movie Facts and Fibs (MF^2): A Benchmark for Long Movie Understanding

Despite recent progress in vision-language models (VLMs), holistic understanding of long-form video content remains a significant challenge, partly due to limitations in current benchmarks. Many focus on peripheral, ``needle-in-a-haystack'' details, encouraging context-insensitive retrieval over deep comprehension. Others rely on large-scale, semi-automatically generated questions (often produced by language models themselves) that are easier for models to answer but fail to reflect genuine understanding. In this paper, we introduce MF^2, a new benchmark for evaluating whether models can comprehend, consolidate, and recall key narrative information from full-length movies (50-170 minutes long). MF^2 includes over 50 full-length, open-licensed movies, each paired with manually constructed sets of claim pairs -- one true (fact) and one plausible but false (fib), totalling over 850 pairs. These claims target core narrative elements such as character motivations and emotions, causal chains, and event order, and refer to memorable moments that humans can recall without rewatching the movie. Instead of multiple-choice formats, we adopt a binary claim evaluation protocol: for each pair, models must correctly identify both the true and false claims. This reduces biases like answer ordering and enables a more precise assessment of reasoning. Our experiments demonstrate that both open-weight and closed state-of-the-art models fall well short of human performance, underscoring the relative ease of the task for humans and their superior ability to retain and reason over critical narrative information -- an ability current VLMs lack.

  • 31 authors
·
Jun 6, 2025

Beyond Localization: A Comprehensive Diagnosis of Perspective-Conditioned Spatial Reasoning in MLLMs from Omnidirectional Images

Multimodal Large Language Models (MLLMs) show strong visual perception, yet remain limited in reasoning about space under changing viewpoints. We study this challenge as Perspective-Conditioned Spatial Reasoning (PCSR) in 360-degree omnidirectional images, where broad scene coverage reduces ambiguity from partial observations without eliminating the need for viewpoint-dependent inference. To assess this capability, we introduce PCSR-Bench, a diagnostic benchmark of 84,373 question-answer pairs from 2,600 omnidirectional images across 26 indoor environments. PCSR-Bench contains eight tasks spanning foundational perception (e.g., object counting, relative distance, and relative direction) and advanced PCSR, including compositional chains, egocentric rotation, perspective re-anchoring, ego-distortion, and limited-FOV visibility. We evaluate 14 representative MLLMs and observe a substantial perception-reasoning gap: accuracy reaches 57.59% on foundational relative direction, but drops to 13.49% on egocentric rotation, 7.13% on egocentric distortion, and 0.64% on open-ended compositional reasoning. To probe the plasticity of this gap, we conduct an RL-based diagnostic study on a 7B-scale model. Reward shaping improves a matched 7B baseline from 31.10% to 60.06% under a controlled setting, suggesting that PCSR is partial plasticity rather than being fully immutable. Still, the gains are task-selective, sensitive to reward design including both weight allocation and reward formulation, and partially dependent on the evaluation protocol. These results position PCSR as a key bottleneck in current MLLMs and highlight limited but meaningful room for recovery under targeted optimization.

  • 5 authors
·
May 17

AI Debaters are More Persuasive when Arguing in Alignment with Their Own Beliefs

The core premise of AI debate as a scalable oversight technique is that it is harder to lie convincingly than to refute a lie, enabling the judge to identify the correct position. Yet, existing debate experiments have relied on datasets with ground truth, where lying is reduced to defending an incorrect proposition. This overlooks a subjective dimension: lying also requires the belief that the claim defended is false. In this work, we apply debate to subjective questions and explicitly measure large language models' prior beliefs before experiments. Debaters were asked to select their preferred position, then presented with a judge persona deliberately designed to conflict with their identified priors. This setup tested whether models would adopt sycophantic strategies, aligning with the judge's presumed perspective to maximize persuasiveness, or remain faithful to their prior beliefs. We implemented and compared two debate protocols, sequential and simultaneous, to evaluate potential systematic biases. Finally, we assessed whether models were more persuasive and produced higher-quality arguments when defending positions consistent with their prior beliefs versus when arguing against them. Our main findings show that models tend to prefer defending stances aligned with the judge persona rather than their prior beliefs, sequential debate introduces significant bias favoring the second debater, models are more persuasive when defending positions aligned with their prior beliefs, and paradoxically, arguments misaligned with prior beliefs are rated as higher quality in pairwise comparison. These results can inform human judges to provide higher-quality training signals and contribute to more aligned AI systems, while revealing important aspects of human-AI interaction regarding persuasion dynamics in language models.

  • 12 authors
·
Oct 15, 2025

Ego-Human Motion Prediction with 3D-Aware LLM

Anticipating human motion from an egocentric perspective is fundamental for proactive assistance in AR/VR, human-robot collaboration, and embodied AI. While recent works incorporate language as a semantic prior to reduce the ill-posed nature of egocentric forecasting, they largely neglect the 3D spatial and semantic context that governs how motion unfolds, and treat pose and language prediction as separate inference streams. We introduce Ego3DLM, built on two core principles: accurate motion forecasting requires explicit spatial and semantic understanding of the 3D environment, and pose and language must be predicted holistically in a single pass, since motion is inherently tied to the semantic interpretation of actions being performed. Given three-point tracking, 3D scene features, and egocentric video, Ego3DLM simultaneously decodes past pose, future pose, past narration, and future narration in a single autoregressive pass, grounding predicted poses and descriptions in one another to enforce cross-modal and temporal consistency. We adopt a three-stage training scheme: (1) spatial-semantic scene awareness pretraining; (2) holistic instruction tuning over all four outputs in a single pass; and (3) GRPO-based reinforcement finetuning with intra- and inter-modal rewards that directly optimize pose-language fidelity. Experiments on the Nymeria benchmark demonstrate that Ego3DLM achieves state-of-the-art performance across future motion prediction, past motion tracking, and motion description, showing that 3D scene grounding and holistic cross-modal prediction yield physically plausible and semantically coherent motion forecasts. The project page is available at https://jaewoo97.github.io/Ego3DLM/.

  • 4 authors
·
Jul 7

Towards Bidirectional Human-AI Alignment: A Systematic Review for Clarifications, Framework, and Future Directions

Recent advancements in general-purpose AI have highlighted the importance of guiding AI systems towards the intended goals, ethical principles, and values of individuals and groups, a concept broadly recognized as alignment. However, the lack of clarified definitions and scopes of human-AI alignment poses a significant obstacle, hampering collaborative efforts across research domains to achieve this alignment. In particular, ML- and philosophy-oriented alignment research often views AI alignment as a static, unidirectional process (i.e., aiming to ensure that AI systems' objectives match humans) rather than an ongoing, mutual alignment problem [429]. This perspective largely neglects the long-term interaction and dynamic changes of alignment. To understand these gaps, we introduce a systematic review of over 400 papers published between 2019 and January 2024, spanning multiple domains such as Human-Computer Interaction (HCI), Natural Language Processing (NLP), Machine Learning (ML), and others. We characterize, define and scope human-AI alignment. From this, we present a conceptual framework of "Bidirectional Human-AI Alignment" to organize the literature from a human-centered perspective. This framework encompasses both 1) conventional studies of aligning AI to humans that ensures AI produces the intended outcomes determined by humans, and 2) a proposed concept of aligning humans to AI, which aims to help individuals and society adjust to AI advancements both cognitively and behaviorally. Additionally, we articulate the key findings derived from literature analysis, including discussions about human values, interaction techniques, and evaluations. To pave the way for future studies, we envision three key challenges for future directions and propose examples of potential future solutions.

  • 24 authors
·
Jun 13, 2024

Putting People in their Place: Monocular Regression of 3D People in Depth

Given an image with multiple people, our goal is to directly regress the pose and shape of all the people as well as their relative depth. Inferring the depth of a person in an image, however, is fundamentally ambiguous without knowing their height. This is particularly problematic when the scene contains people of very different sizes, e.g. from infants to adults. To solve this, we need several things. First, we develop a novel method to infer the poses and depth of multiple people in a single image. While previous work that estimates multiple people does so by reasoning in the image plane, our method, called BEV, adds an additional imaginary Bird's-Eye-View representation to explicitly reason about depth. BEV reasons simultaneously about body centers in the image and in depth and, by combing these, estimates 3D body position. Unlike prior work, BEV is a single-shot method that is end-to-end differentiable. Second, height varies with age, making it impossible to resolve depth without also estimating the age of people in the image. To do so, we exploit a 3D body model space that lets BEV infer shapes from infants to adults. Third, to train BEV, we need a new dataset. Specifically, we create a "Relative Human" (RH) dataset that includes age labels and relative depth relationships between the people in the images. Extensive experiments on RH and AGORA demonstrate the effectiveness of the model and training scheme. BEV outperforms existing methods on depth reasoning, child shape estimation, and robustness to occlusion. The code and dataset are released for research purposes.

  • 6 authors
·
Dec 15, 2021