Yoonshik Kim

2papers

2 Papers

10.2CVMar 31, 2025Code
KOFFVQA: An Objectively Evaluated Free-form VQA Benchmark for Large Vision-Language Models in the Korean Language

Yoonshik Kim, Jaeyoon Jung

The recent emergence of Large Vision-Language Models(VLMs) has resulted in a variety of different benchmarks for evaluating such models. Despite this, we observe that most existing evaluation methods suffer from the fact that they either require the model to choose from pre-determined responses, sacrificing open-endedness, or evaluate responses using a judge model, resulting in subjective and unreliable evaluation. In addition, we observe a lack of benchmarks for VLMs in the Korean language, which are necessary as a separate metric from more common English language benchmarks, as the performance of generative language models can differ significantly based on the language being used. Therefore, we present KOFFVQA, a general-purpose free-form visual question answering benchmark in the Korean language for the evaluation of VLMs. Our benchmark consists of 275 carefully crafted questions each paired with an image and grading criteria covering 10 different aspects of VLM performance. The grading criteria eliminate the problem of unreliability by allowing the judge model to grade each response based on a pre-determined set of rules. By defining the evaluation criteria in an objective manner, even a small open-source model can be used to evaluate models on our benchmark reliably. In addition to evaluating a large number of existing VLMs on our benchmark, we also experimentally verify that our method of using pre-existing grading criteria for evaluation is much more reliable than existing methods. Our evaluation code is available at https://github.com/maum-ai/KOFFVQA

3.3AIOct 7, 2025
D2E: Scaling Vision-Action Pretraining on Desktop Data for Transfer to Embodied AI

Suwhan Choi, Jaeyoon Jung, Haebin Seong et al.

Large language models leverage internet-scale text data, yet embodied AI remains constrained by the prohibitive costs of physical trajectory collection. Desktop environments -- particularly gaming -- offer a compelling alternative: they provide rich sensorimotor interactions at scale while maintaining the structured observation-action coupling essential for embodied learning. We present D2E (Desktop to Embodied AI), a framework that demonstrates desktop interactions can serve as an effective pretraining substrate for robotics embodied AI tasks. Unlike prior work that remained domain-specific (e.g., VPT for Minecraft) or kept data proprietary (e.g., SIMA), D2E establishes a complete pipeline from scalable desktop data collection to verified transfer in embodied domains. Our framework comprises three components: (1) the OWA Toolkit that unifies diverse desktop interactions into a standardized format with 152x compression, (2) the Generalist-IDM that achieves strong zero-shot generalization across unseen games through timestamp-based event prediction, enabling internet-scale pseudo-labeling, and (3) VAPT that transfers desktop-pretrained representations to physical manipulation and navigation. Using 1.3K+ hours of data (259 hours of human demonstrations, and 1K+ hours of pseudo-labeled gameplay), we achieve a total of 96.6% success rate on LIBERO manipulation and 83.3% on CANVAS navigation benchmarks. This validates that sensorimotor primitives in digital interactions exhibit sufficient invariance to transfer meaningfully to physical embodied tasks, establishing desktop pretraining as a practical paradigm for robotics. We will make all our work public, including the OWA toolkit, datasets of human-collected and pseudo-labeled, and VAPT-trained models available at https://worv-ai.github.io/d2e/