Newport
Why Millennials Love Prenups
Long the province of the ultra-wealthy, prenuptial agreements are being embraced by young people--including many who don't have all that much to divvy up. More than forty per cent of millennials and Gen Z-ers claim to have signed a prenup. Andrea Zevallos declared 2016 her "year of dating." She was twenty-seven, working at Universal Studios Hollywood, the theme park, and determined to find love. She calculated it would take three dates a week. By December, she was losing hope. "It was exhausting," she said. Then, while scrolling OkCupid, she noticed a "cute guy" with a "Hamilton" reference in his handle. His name was Alex Switzky, and like her he was a musical-theatre enthusiast and aspiring screenwriter. He was different from the other men she'd met. On their second date, he started planning a third. Zevallos "was used to L.A. guys cagey about any sort of calendar." One day, Switzky called her. Accustomed to texts, she assumed that he was about to break up with her. "The most millennial response," she recalled, laughing.
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Yanyun-3: Enabling Cross-Platform Strategy Game Operation with Vision-Language Models
Wang, Guoyan, Huang, Yanyan, Chen, Chunlin, Wang, Lifeng, Sun, Yuxiang
Cross-platform strategy game automation remains a challenge due to diverse user interfaces and dynamic battlefield environments. Existing Vision--Language Models (VLMs) struggle with generalization across heterogeneous platforms and lack precision in interface understanding and action execution. We introduce Yanyun-3, a VLM-based agent that integrates Qwen2.5-VL for visual reasoning and UI-TARS for interface execution. We propose a novel data organization principle -- combination granularity -- to distinguish intra-sample fusion and inter-sample mixing of multimodal data (static images, multi-image sequences, and videos). The model is fine-tuned using QLoRA on a curated dataset across three strategy game platforms. The optimal strategy (M*V+S) achieves a 12.98x improvement in BLEU-4 score and a 63% reduction in inference time compared to full fusion. Yanyun-3 successfully executes core tasks (e.g., target selection, resource allocation) across platforms without platform-specific tuning. Our findings demonstrate that structured multimodal data organization significantly enhances VLM performance in embodied tasks. Yanyun-3 offers a generalizable framework for GUI automation, with broader implications for robotics and autonomous systems.
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- Leisure & Entertainment > Games > Computer Games (0.92)
Shall We Play a Game? Language Models for Open-ended Wargames
Matlin, Glenn, Mahajan, Parv, Song, Isaac, Hao, Yixiong, Bard, Ryan, Topp, Stu, Montoya, Evan, Parwani, M. Rehan, Shetty, Soham, Riedl, Mark
Wargames are simulations of conflicts in which participants' decisions influence future events. While casual wargaming can be used for entertainment or socialization, serious wargaming is used by experts to explore strategic implications of decision-making and experiential learning. In this paper, we take the position that Artificial Intelligence (AI) systems, such as Language Models (LMs), are rapidly approaching human-expert capability for strategic planning -- and will one day surpass it. Military organizations have begun using LMs to provide insights into the consequences of real-world decisions during _open-ended wargames_ which use natural language to convey actions and outcomes. We argue the ability for AI systems to influence large-scale decisions motivates additional research into the safety, interpretability, and explainability of AI in open-ended wargames. To demonstrate, we conduct a scoping literature review with a curated selection of 100 unclassified studies on AI in wargames, and construct a novel ontology of open-endedness using the creativity afforded to players, adjudicators, and the novelty provided to observers. Drawing from this body of work, we distill a set of practical recommendations and critical safety considerations for deploying AI in open-ended wargames across common domains. We conclude by presenting the community with a set of high-impact open research challenges for future work.
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- Information Technology > Artificial Intelligence > Representation & Reasoning > Agents (1.00)
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- Information Technology > Artificial Intelligence > Cognitive Science (0.93)
- Information Technology > Artificial Intelligence > Machine Learning > Neural Networks (0.67)
Just-In-Time Objectives: A General Approach for Specialized AI Interactions
Lam, Michelle S., Shaikh, Omar, Xu, Hallie, Guo, Alice, Yang, Diyi, Heer, Jeffrey, Landay, James A., Bernstein, Michael S.
Large language models promise a broad set of functions, but when not given a specific objective, they default to milquetoast results such as drafting emails littered with cliches. We demonstrate that inferring the user's in-the-moment objective, then rapidly optimizing for that singular objective, enables LLMs to produce tools, interfaces, and responses that are more responsive and desired. We contribute an architecture for automatically inducing just-in-time objectives by passively observing user behavior, then steering downstream AI systems through generation and evaluation against this objective. Inducing just-in-time objectives (e.g., "Clarify the abstract's research contribution") enables automatic generation of tools, e.g., those that critique a draft based on relevant HCI methodologies, anticipate related researchers' reactions, or surface ambiguous terminology. In a series of experiments (N=14, N=205) on participants' own tasks, JIT objectives enable LLM outputs that achieve 66-86% win rates over typical LLMs, and in-person use sessions (N=17) confirm that JIT objectives produce specialized tools unique to each participant.
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ALLOY: Generating Reusable Agent Workflows from User Demonstration
Li, Jiawen, Ning, Zheng, Tian, Yuan, Li, Toby Jia-jun
Large language models (LLMs) enable end-users to delegate complex tasks to autonomous agents through natural language. However, prompt-based interaction faces critical limitations: Users often struggle to specify procedural requirements for tasks, especially those that don't have a factually correct solution but instead rely on personal preferences, such as posting social media content or planning a trip. Additionally, a ''successful'' prompt for one task may not be reusable or generalizable across similar tasks. We present ALLOY, a system inspired by classical HCI theories on Programming by Demonstration (PBD), but extended to enhance adaptability in creating LLM-based web agents. ALLOY enables users to express procedural preferences through natural demonstrations rather than prompts, while making these procedures transparent and editable through visualized workflows that can be generalized across task variations. In a study with 12 participants, ALLOY's demonstration--based approach outperformed prompt-based agents and manual workflows in capturing user intent and procedural preferences in complex web tasks. Insights from the study also show how demonstration--based interaction complements the traditional prompt-based approach.
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IDfRA: Self-Verification for Iterative Design in Robotic Assembly
Khendry, Nishka, Margadji, Christos, Pattinson, Sebastian W.
As robots proliferate in manufacturing, Design for Robotic Assembly (DfRA), which is designing products for efficient automated assembly, is increasingly important. Traditional approaches to DfRA rely on manual planning, which is time-consuming, expensive and potentially impractical for complex objects. Large language models (LLM) have exhibited proficiency in semantic interpretation and robotic task planning, stimulating interest in their application to the automation of DfRA. But existing methodologies typically rely on heuristic strategies and rigid, hard-coded physics simulators that may not translate into real-world assembly contexts. In this work, we present Iterative Design for Robotic Assembly (IDfRA), a framework using iterative cycles of planning, execution, verification, and re-planning, each informed by self-assessment, to progressively enhance design quality within a fixed yet initially under-specified environment, thereby eliminating the physics simulation with the real world itself. The framework accepts as input a target structure together with a partial environmental representation. Through successive refinement, it converges toward solutions that reconcile semantic fidelity with physical feasibility. Empirical evaluation demonstrates that IDfRA attains 73.3\% top-1 accuracy in semantic recognisability, surpassing the baseline on this metric. Moreover, the resulting assembly plans exhibit robust physical feasibility, achieving an overall 86.9\% construction success rate, with design quality improving across iterations, albeit not always monotonically. Pairwise human evaluation further corroborates the advantages of IDfRA relative to alternative approaches. By integrating self-verification with context-aware adaptation, the framework evidences strong potential for deployment in unstructured manufacturing scenarios.
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EclipseTouch: Touch Segmentation on Ad Hoc Surfaces using Worn Infrared Shadow Casting
Mollyn, Vimal, DeVrio, Nathan, Harrison, Chris
The ability to detect touch events on uninstrumented, everyday surfaces has been a long-standing goal for mixed reality systems. Prior work has shown that virtual interfaces bound to physical surfaces offer performance and ergonomic benefits over tapping at interfaces floating in the air. A wide variety of approaches have been previously developed, to which we contribute a new headset-integrated technique called \systemname. We use a combination of a computer-triggered camera and one or more infrared emitters to create structured shadows, from which we can accurately estimate hover distance (mean error of 6.9~mm) and touch contact (98.0\% accuracy). We discuss how our technique works across a range of conditions, including surface material, interaction orientation, and environmental lighting.
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Ontology Enabled Hybrid Modeling and Simulation
We explore the role of ontologies in enhancing hybrid modeling and simulation through improved semantic rigor, model reusability, and interoperability across systems, disciplines, and tools. By distinguishing between methodological and referential ontologies, we demonstrate how these complementary approaches address interoperability challenges along three axes: Human-Human, Human-Machine, and Machine-Machine. Techniques such as competency questions, ontology design patterns, and layered strategies are highlighted for promoting shared understanding and formal precision. Integrating ontologies with Semantic Web Technologies, we showcase their dual role as descriptive domain representations and prescriptive guides for simulation construction. Four application cases - sea-level rise analysis, Industry 4.0 modeling, artificial societies for policy support, and cyber threat evaluation - illustrate the practical benefits of ontology-driven hybrid simulation workflows. We conclude by discussing challenges and opportunities in ontology-based hybrid M&S, including tool integration, semantic alignment, and support for explainable AI.
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A Robot Simulation Environment for Virtual Reality Enhanced Underwater Manipulation and Seabed Intervention Tasks
A Robot Simulation Environment for Virtual Reality Enhanced Underwater Manipulation and Seabed Intervention T asks* Sumey El-M uft u 1 and Berke G ur 2 Abstract -- This paper presents the (MARUN) 2 underwater robotic simulator . The simulator architecture enables seamless integration with the ROS-based mission software and web-based user interface of URSULA, a squid inspired biomimetic robot designed for dexterous underwater manipulation and seabed intervention tasks. Utilizing Unity as the simulation environment enables the integration of virtual reality and haptic feedback capabilities for a more immersive and realistic experience for improved operator dexterity and experience. The utility of the simulator and improved dexterity provided by the VR module is validated through user experiments. I. INTRODUCTION Advancements in underwater robotic manipulation have paved the way for remote teleoperation and intervention in challenging aquatic environments. Several well-publicized recent developments have emphasized the increasing importance of dexterous underwater manipulation and intervention capabilities, in particular, for vehicles operating close to the seabed. In line with these developments, novel underwater robots specifically designed for such tasks have emerged over the recent years [1]-[3], including project URSULA.
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ViewVR: Visual Feedback Modes to Achieve Quality of VR-based Telemanipulation
Erkhov, A., Bazhenov, A., Satsevich, S., Belov, D., Khabibullin, F., Egorov, S., Gromakov, M., Cabrera, M. Altamirano, Tsetserukou, D.
Abstract--The paper focuses on an immersive teleoperation system that enhances operator's ability to actively perceive the robot's surroundings. A consumer-grade HTC Vive VR system was used to synchronize the operator's hand and head movements with a UR3 robot and a custom-built robotic head with two degrees of freedom (2-DoF). The system's usability, manipulation efficiency, and intuitiveness of control were evaluated in comparison with static head camera positioning across three distinct tasks. Teleoperation plays a pivotal role in robotics by enabling efficient data collection for learning from demonstrations. The quality of collected data heavily depends on the operator's ability to intuitively control the system and receive adaptive visual feedback.
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