CVApr 8, 2021Code
ORBIT: A Real-World Few-Shot Dataset for Teachable Object RecognitionDaniela Massiceti, Luisa Zintgraf, John Bronskill et al.
Object recognition has made great advances in the last decade, but predominately still relies on many high-quality training examples per object category. In contrast, learning new objects from only a few examples could enable many impactful applications from robotics to user personalization. Most few-shot learning research, however, has been driven by benchmark datasets that lack the high variation that these applications will face when deployed in the real-world. To close this gap, we present the ORBIT dataset and benchmark, grounded in the real-world application of teachable object recognizers for people who are blind/low-vision. The dataset contains 3,822 videos of 486 objects recorded by people who are blind/low-vision on their mobile phones. The benchmark reflects a realistic, highly challenging recognition problem, providing a rich playground to drive research in robustness to few-shot, high-variation conditions. We set the benchmark's first state-of-the-art and show there is massive scope for further innovation, holding the potential to impact a broad range of real-world vision applications including tools for the blind/low-vision community. We release the dataset at https://doi.org/10.25383/city.14294597 and benchmark code at https://github.com/microsoft/ORBIT-Dataset.
87.2HCMar 27
Mimetic Alignment with ASPECT: Evaluation of AI-inferred Personal ProfilesRuoxi Shang, Dan Marshall, Edward Cutrell et al.
AI agents that communicate on behalf of individuals need to capture how each person actually communicates, yet current approaches either require costly per-person fine-tuning, produce generic outputs from shallow persona descriptions, or optimize preferences without modeling communication style. We present ASPECT (Automated Social Psychometric Evaluation of Communication Traits), a pipeline that directs LLMs to assess constructs from a validated communication scale against behavioral evidence from workplace data, without per-person training. In a case study with 20 participants (1,840 paired item ratings, 600 scenario evaluations), ASPECT-generated profiles achieved moderate alignment with self-assessments, and ASPECT-generated responses were preferred over generic and self-report baselines on aggregate, with substantial variation across individuals and scenarios. During the profile review phase, linked evidence helped participants identify mischaracterizations, recalibrate their own self-ratings, and negotiate context-appropriate representations. We discuss implications for building inspectable, individually scoped communication profiles that let individuals control how agents represent them at work.
HCAug 27, 2021
Two-In-One: A Design Space for Mapping Unimanual Input into Bimanual Interactions in VR for Users with Limited MovementMomona Yamagami, Sasa Junuzovic, Mar Gonzalez-Franco et al.
Virtual Reality (VR) applications often require users to perform actions with two hands when performing tasks and interacting with objects in virtual environments. Although bimanual interactions in VR can resemble real-world interactions -- thus increasing realism and improving immersion -- they can also pose significant accessibility challenges to people with limited mobility, such as for people who have full use of only one hand. An opportunity exists to create accessible techniques that take advantage of users' abilities, but designers currently lack structured tools to consider alternative approaches. To begin filling this gap, we propose Two-in-One, a design space that facilitates the creation of accessible methods for bimanual interactions in VR from unimanual input. Our design space comprises two dimensions, bimanual interactions and computer assistance, and we provide a detailed examination of issues to consider when creating new unimanual input techniques that map to bimanual interactions in VR. We used our design space to create three interaction techniques that we subsequently implemented for a subset of bimanual interactions and received user feedback through a video elicitation study with 17 people with limited mobility. Our findings explore complex tradeoffs associated with autonomy and agency and highlight the need for additional settings and methods to make VR accessible to people with limited mobility.