CVAug 24, 2024
GenCA: A Text-conditioned Generative Model for Realistic and Drivable Codec AvatarsKeqiang Sun, Amin Jourabloo, Riddhish Bhalodia et al.
Photo-realistic and controllable 3D avatars are crucial for various applications such as virtual and mixed reality (VR/MR), telepresence, gaming, and film production. Traditional methods for avatar creation often involve time-consuming scanning and reconstruction processes for each avatar, which limits their scalability. Furthermore, these methods do not offer the flexibility to sample new identities or modify existing ones. On the other hand, by learning a strong prior from data, generative models provide a promising alternative to traditional reconstruction methods, easing the time constraints for both data capture and processing. Additionally, generative methods enable downstream applications beyond reconstruction, such as editing and stylization. Nonetheless, the research on generative 3D avatars is still in its infancy, and therefore current methods still have limitations such as creating static avatars, lacking photo-realism, having incomplete facial details, or having limited drivability. To address this, we propose a text-conditioned generative model that can generate photo-realistic facial avatars of diverse identities, with more complete details like hair, eyes and mouth interior, and which can be driven through a powerful non-parametric latent expression space. Specifically, we integrate the generative and editing capabilities of latent diffusion models with a strong prior model for avatar expression driving. Our model can generate and control high-fidelity avatars, even those out-of-distribution. We also highlight its potential for downstream applications, including avatar editing and single-shot avatar reconstruction.
CRJul 20, 2025Code
Manipulating LLM Web Agents with Indirect Prompt Injection Attack via HTML Accessibility TreeSam Johnson, Viet Pham, Thai Le
This work demonstrates that LLM-based web navigation agents offer powerful automation capabilities but are vulnerable to Indirect Prompt Injection (IPI) attacks. We show that adversaries can embed universal adversarial triggers in webpage HTML to hijack agent behavior that utilizes the accessibility tree to parse HTML, causing unintended or malicious actions. Using the Greedy Coordinate Gradient (GCG) algorithm and a Browser Gym agent powered by Llama-3.1, our system demonstrates high success rates across real websites in both targeted and general attacks, including login credential exfiltration and forced ad clicks. Our empirical results highlight critical security risks and the need for stronger defenses as LLM-driven autonomous web agents become more widely adopted. The system software (https://github.com/sej2020/manipulating-web-agents) is released under the MIT License, with an accompanying publicly available demo website (http://lethaiq.github.io/attack-web-llm-agent).
ASFeb 10, 2020
Multimodal active speaker detection and virtual cinematography for video conferencingRoss Cutler, Ramin Mehran, Sam Johnson et al.
Active speaker detection (ASD) and virtual cinematography (VC) can significantly improve the remote user experience of a video conference by automatically panning, tilting and zooming of a video conferencing camera: users subjectively rate an expert video cinematographer's video significantly higher than unedited video. We describe a new automated ASD and VC that performs within 0.3 MOS of an expert cinematographer based on subjective ratings with a 1-5 scale. This system uses a 4K wide-FOV camera, a depth camera, and a microphone array; it extracts features from each modality and trains an ASD using an AdaBoost machine learning system that is very efficient and runs in real-time. A VC is similarly trained using machine learning to optimize the subjective quality of the overall experience. To avoid distracting the room participants and reduce switching latency the system has no moving parts -- the VC works by cropping and zooming the 4K wide-FOV video stream. The system was tuned and evaluated using extensive crowdsourcing techniques and evaluated on a dataset with N=100 meetings, each 2-5 minutes in length.
MEAug 19, 2018
On Design of Problem Token Questions in Quality of Experience SurveysJayant Gupchup, Ebrahim Beyrami, Martin Ellis et al.
User surveys for Quality of Experience (QoE) are a critical source of information. In addition to the common "star rating" used to estimate Mean Opinion Score (MOS), more detailed survey questions (problem tokens) about specific areas provide valuable insight into the factors impacting QoE. This paper explores two aspects of the problem token questionnaire design. First, we study the bias introduced by fixed question order, and second, we study the challenge of selecting a subset of questions to keep the token set small. Based on 900,000 calls gathered using a randomized controlled experiment from a live system, we find that the order bias can be significantly reduced by randomizing the display order of tokens. The difference in response rate varies based on token position and display design. It is worth noting that the users respond to the randomized-order variant at levels that are comparable to the fixed-order variant. The effective selection of a subset of token questions is achieved by extracting tokens that provide the highest information gain over user ratings. This selection is known to be in the class of NP-hard problems. We apply a well-known greedy submodular maximization method on our dataset to capture 94% of the information using just 30% of the questions.
MMMar 26, 2018
Analysis of Problem Tokens to Rank Factors Impacting Quality in VoIP ApplicationsJayant Gupchup, Yasaman Hosseinkashi, Martin Ellis et al.
User-perceived quality-of-experience (QoE) in internet telephony systems is commonly evaluated using subjective ratings computed as a Mean Opinion Score (MOS). In such systems, while user MOS can be tracked on an ongoing basis, it does not give insight into which factors of a call induced any perceived degradation in QoE -- it does not tell us what caused a user to have a sub-optimal experience. For effective planning of product improvements, we are interested in understanding the impact of each of these degrading factors, allowing the estimation of the return (i.e., the improvement in user QoE) for a given investment. To obtain such insights, we advocate the use of an end-of-call "problem token questionnaire" (PTQ) which probes the user about common call quality issues (e.g., distorted audio or frozen video) which they may have experienced. In this paper, we show the efficacy of this questionnaire using data gathered from over 700,000 end-of-call surveys gathered from Skype (a large commercial VoIP application). We present a method to rank call quality and reliability issues and address the challenge of isolating independent factors impacting the QoE. Finally, we present representative examples of how these problem tokens have proven to be useful in practice.