text annotation
CityRefer: Geography-aware 3D Visual Grounding Dataset on City-scale Point Cloud Data
City-scale 3D point cloud is a promising way to express detailed and complicated outdoor structures. It encompasses both the appearance and geometry features of segmented city components, including cars, streets, and buildings that can be utilized for attractive applications such as user-interactive navigation of autonomous vehicles and drones. However, compared to the extensive text annotations available for images and indoor scenes, the scarcity of text annotations for outdoor scenes poses a significant challenge for achieving these applications. To tackle this problem, we introduce the CityRefer dataset for city-level visual grounding. The dataset consists of 35k natural language descriptions of 3D objects appearing in SensatUrban city scenes and 5k landmarks labels synchronizing with OpenStreetMap. To ensure the quality and accuracy of the dataset, all descriptions and labels in the CityRefer dataset are manually verified. We also have developed a baseline system that can learn encoded language descriptions, 3D object instances, and geographical information about the city's landmarks to perform visual grounding on the CityRefer dataset. To the best of our knowledge, the CityRefer dataset is the largest city-level visual grounding dataset for localizing specific 3D objects.
Learning to play: A Multimodal Agent for 3D Game-Play
Yue, Yuguang, Salia, Irakli, Hunt, Samuel, Green, Christopher, Shi, Wenzhe, Hunt, Jonathan J
We argue that 3-D first-person video games are a challenging environment for real-time multi-modal reasoning. We first describe our dataset of human game-play, collected across a large variety of 3-D first-person games, which is both substantially larger and more diverse compared to prior publicly disclosed datasets, and contains text instructions. We demonstrate that we can learn an inverse dynamics model from this dataset, which allows us to impute actions on a much larger dataset of publicly available videos of human game play that lack recorded actions. We then train a text-conditioned agent for game playing using behavior cloning, with a custom architecture capable of realtime inference on a consumer GPU. We show the resulting model is capable of playing a variety of 3-D games and responding to text input. Finally, we outline some of the remaining challenges such as long-horizon tasks and quantitative evaluation across a large set of games.
Reliable Decision Support with LLMs: A Framework for Evaluating Consistency in Binary Text Classification Applications
Megahed, Fadel M., Chen, Ying-Ju, Jones-Farmer, L. Allision, Lee, Younghwa, Wang, Jiawei Brooke, Zwetsloot, Inez M.
LLM-based annotation has become something of an academic Wild West: the lack of established practices and standards has led to concerns about the quality and validity of research. Researchers have warned that the ostensible simplicity of LLMs can be misleading, as they are prone to bias, misunderstandings, and unreliable results [1, p.1]. LLMs outperform typical human annotators. The evidence is consistent across different types of texts and time periods. It strongly suggests that ChatGPT may already be a superior approach compared to crowd annotations on platforms such as MTurk. At the very least, the findings demonstrate the importance of studying the text-annotation properties and capabilities of LLMs more in depth [2, p.2]. Together, these contrasting perspectives highlight the need to critically examine large language models (LLMs) for text annotation and classification. Although human annotation remains widespread, it poses considerable challenges. It is time-consuming and costly--up to $5 per annotation and $50 per hour for annotators [3]--and often suffers from inconsistencies stemming from the intricacies of language and the subjectivity of annotators [4].
The Risks of Using Large Language Models for Text Annotation in Social Science Research
Generative artificial intelligence (GenAI) or large language models (LLMs) have the potential to revolutionize computational social science, particularly in automated textual analysis. In this paper, we conduct a systematic evaluation of the promises and risks of using LLMs for diverse coding tasks, with social movement studies serving as a case example. We propose a framework for social scientists to incorporate LLMs into text annotation, either as the primary coding decision-maker or as a coding assistant. This framework provides tools for researchers to develop the optimal prompt, and to examine and report the validity and reliability of LLMs as a methodological tool. Additionally, we discuss the associated epistemic risks related to validity, reliability, replicability, and transparency. We conclude with several practical guidelines for using LLMs in text annotation tasks, and how we can better communicate the epistemic risks in research.
CityRefer: Geography-aware 3D Visual Grounding Dataset on City-scale Point Cloud Data
City-scale 3D point cloud is a promising way to express detailed and complicated outdoor structures. It encompasses both the appearance and geometry features of segmented city components, including cars, streets, and buildings that can be utilized for attractive applications such as user-interactive navigation of autonomous vehicles and drones. However, compared to the extensive text annotations available for images and indoor scenes, the scarcity of text annotations for outdoor scenes poses a significant challenge for achieving these applications. To tackle this problem, we introduce the CityRefer dataset for city-level visual grounding. The dataset consists of 35k natural language descriptions of 3D objects appearing in SensatUrban city scenes and 5k landmarks labels synchronizing with OpenStreetMap.
MM-GEN: Enhancing Task Performance Through Targeted Multimodal Data Curation
Joshi, Siddharth, Nushi, Besmira, Balachandran, Vidhisha, Chandrasekaran, Varun, Vineet, Vibhav, Joshi, Neel, Mirzasoleiman, Baharan
Vision-language models (VLMs) are highly effective but often underperform on specialized tasks; for example, Llava-1.5 struggles with chart and diagram understanding due to scarce task-specific training data. Existing training data, sourced from general-purpose datasets, fails to capture the nuanced details needed for these tasks. We introduce MM-Gen, a scalable method that generates task-specific, high-quality synthetic text for candidate images by leveraging stronger models. MM-Gen employs a three-stage targeted process: partitioning data into subgroups, generating targeted text based on task descriptions, and filtering out redundant and outlier data. Fine-tuning VLMs with data generated by MM-Gen leads to significant performance gains, including 29% on spatial reasoning and 15% on diagram understanding for Llava-1.5 (7B). Compared to human-curated caption data, MM-Gen achieves up to 1.6x better improvements for the original models, proving its effectiveness in enhancing task-specific VLM performance and bridging the gap between general-purpose datasets and specialized requirements. Code available at https://github.com/sjoshi804/MM-Gen.
Don't Mesh with Me: Generating Constructive Solid Geometry Instead of Meshes by Fine-Tuning a Code-Generation LLM
Mews, Maximilian, Aynetdinov, Ansar, Schiller, Vivian, Eisert, Peter, Akbik, Alan
While recent advancements in machine learning, such as LLMs, are revolutionizing software development and creative industries, they have had minimal impact on engineers designing mechanical parts, which remains largely a manual process. Existing approaches to generate 3D geometry most commonly use meshes as a 3D representation. While meshes are suitable for assets in video games or animations, they lack sufficient precision and adaptability for mechanical engineering purposes. This paper introduces a novel approach for the generation of 3D geometry that generates surface-based Constructive Solid Geometry (CSG) by leveraging a code-generation LLM. First, we create a dataset of 3D mechanical parts represented as code scripts by converting Boundary Representation geometry (BREP) into CSG-based Python scripts. Second, we create annotations in natural language using GPT-4. The resulting dataset is used to fine-tune a code-generation LLM. The fine-tuned LLM can complete geometries based on positional input and natural language in a plausible way, demonstrating geometric understanding.
FlexGen: Flexible Multi-View Generation from Text and Image Inputs
Xu, Xinli, Ge, Wenhang, Lin, Jiantao, Feng, Jiawei, Xu, Lie, Zhao, HanFeng, Zhang, Shunsi, Chen, Ying-Cong
In this work, we introduce FlexGen, a flexible framework designed to generate controllable and consistent multi-view images, conditioned on a single-view image, or a text prompt, or both. FlexGen tackles the challenges of controllable multi-view synthesis through additional conditioning on 3D-aware text annotations. We utilize the strong reasoning capabilities of GPT-4V to generate 3D-aware text annotations. By analyzing four orthogonal views of an object arranged as tiled multi-view images, GPT-4V can produce text annotations that include 3D-aware information with spatial relationship. By integrating the control signal with proposed adaptive dual-control module, our model can generate multi-view images that correspond to the specified text. FlexGen supports multiple controllable capabilities, allowing users to modify text prompts to generate reasonable and corresponding unseen parts. Additionally, users can influence attributes such as appearance and material properties, including metallic and roughness. Extensive experiments demonstrate that our approach offers enhanced multiple controllability, marking a significant advancement over existing multi-view diffusion models. This work has substantial implications for fields requiring rapid and flexible 3D content creation, including game development, animation, and virtual reality. Project page: https://xxu068.github.io/flexgen.github.io/.
DTVLT: A Multi-modal Diverse Text Benchmark for Visual Language Tracking Based on LLM
Li, Xuchen, Hu, Shiyu, Feng, Xiaokun, Zhang, Dailing, Wu, Meiqi, Zhang, Jing, Huang, Kaiqi
Visual language tracking (VLT) has emerged as a cutting-edge research area, harnessing linguistic data to enhance algorithms with multi-modal inputs and broadening the scope of traditional single object tracking (SOT) to encompass video understanding applications. Despite this, most VLT benchmarks still depend on succinct, human-annotated text descriptions for each video. These descriptions often fall short in capturing the nuances of video content dynamics and lack stylistic variety in language, constrained by their uniform level of detail and a fixed annotation frequency. As a result, algorithms tend to default to a "memorize the answer" strategy, diverging from the core objective of achieving a deeper understanding of video content. Fortunately, the emergence of large language models (LLMs) has enabled the generation of diverse text. This work utilizes LLMs to generate varied semantic annotations (in terms of text lengths and granularities) for representative SOT benchmarks, thereby establishing a novel multi-modal benchmark. Specifically, we (1) propose a new visual language tracking benchmark with diverse texts, named DTVLT, based on five prominent VLT and SOT benchmarks, including three sub-tasks: short-term tracking, long-term tracking, and global instance tracking. (2) We offer four granularity texts in our benchmark, considering the extent and density of semantic information. We expect this multi-granular generation strategy to foster a favorable environment for VLT and video understanding research. (3) We conduct comprehensive experimental analyses on DTVLT, evaluating the impact of diverse text on tracking performance and hope the identified performance bottlenecks of existing algorithms can support further research in VLT and video understanding. The proposed benchmark, experimental results and toolkit will be released gradually on http://videocube.aitestunion.com/.
Video DataFlywheel: Resolving the Impossible Data Trinity in Video-Language Understanding
Wang, Xiao, Wu, Jianlong, Lin, Zijia, Zhang, Fuzheng, Zhang, Di, Nie, Liqiang
Recently, video-language understanding has achieved great success through large-scale pre-training. However, data scarcity remains a prevailing challenge. This study quantitatively reveals an "impossible trinity" among data quantity, diversity, and quality in pre-training datasets. Recent efforts seek to refine large-scale, diverse ASR datasets compromised by low quality through synthetic annotations. These methods successfully leverage useful information in multimodal video content (frames, tags, ASR transcripts, etc.) to refine the original annotations. Nevertheless, they struggle to mitigate noise within synthetic annotations and lack scalability as the dataset size expands. To address these issues, we introduce the Video DataFlywheel framework, which iteratively refines video annotations with improved noise control methods. For iterative refinement, we first leverage a video-language model to generate synthetic annotations, resulting in a refined dataset. Then, we pre-train on it and fine-tune on human refinement examples for a stronger model. These processes are repeated for continuous improvement. For noise control, we present AdaTaiLr, a novel noise control method that requires weaker assumptions on noise distribution, thereby proving more effective in large datasets with theoretical guarantees. The combination of iterative refinement and AdaTaiLr can achieve better scalability in video-language understanding. Extensive experiments show that our framework outperforms existing data refinement baselines, delivering a 3% performance boost and improving dataset quality with minimal diversity loss. Furthermore, our refined dataset facilitates significant improvements in various video-language understanding tasks, including video question answering and text-video retrieval.