Michael Bernstein

CV
h-index13
25papers
47,688citations
Novelty49%
AI Score54

25 Papers

CLDec 19, 2022
Evaluating Human-Language Model Interaction

Mina Lee, Megha Srivastava, Amelia Hardy et al. · stanford

Many real-world applications of language models (LMs), such as writing assistance and code autocomplete, involve human-LM interaction. However, most benchmarks are non-interactive in that a model produces output without human involvement. To evaluate human-LM interaction, we develop a new framework, Human-AI Language-based Interaction Evaluation (HALIE), that defines the components of interactive systems and dimensions to consider when designing evaluation metrics. Compared to standard, non-interactive evaluation, HALIE captures (i) the interactive process, not only the final output; (ii) the first-person subjective experience, not just a third-party assessment; and (iii) notions of preference beyond quality (e.g., enjoyment and ownership). We then design five tasks to cover different forms of interaction: social dialogue, question answering, crossword puzzles, summarization, and metaphor generation. With four state-of-the-art LMs (three variants of OpenAI's GPT-3 and AI21 Labs' Jurassic-1), we find that better non-interactive performance does not always translate to better human-LM interaction. In particular, we highlight three cases where the results from non-interactive and interactive metrics diverge and underscore the importance of human-LM interaction for LM evaluation.

MAOct 9, 2022
ELIGN: Expectation Alignment as a Multi-Agent Intrinsic Reward

Zixian Ma, Rose Wang, Li Fei-Fei et al. · stanford, uw

Modern multi-agent reinforcement learning frameworks rely on centralized training and reward shaping to perform well. However, centralized training and dense rewards are not readily available in the real world. Current multi-agent algorithms struggle to learn in the alternative setup of decentralized training or sparse rewards. To address these issues, we propose a self-supervised intrinsic reward ELIGN - expectation alignment - inspired by the self-organization principle in Zoology. Similar to how animals collaborate in a decentralized manner with those in their vicinity, agents trained with expectation alignment learn behaviors that match their neighbors' expectations. This allows the agents to learn collaborative behaviors without any external reward or centralized training. We demonstrate the efficacy of our approach across 6 tasks in the multi-agent particle and the complex Google Research football environments, comparing ELIGN to sparse and curiosity-based intrinsic rewards. When the number of agents increases, ELIGN scales well in all multi-agent tasks except for one where agents have different capabilities. We show that agent coordination improves through expectation alignment because agents learn to divide tasks amongst themselves, break coordination symmetries, and confuse adversaries. These results identify tasks where expectation alignment is a more useful strategy than curiosity-driven exploration for multi-agent coordination, enabling agents to do zero-shot coordination.

HCDec 13, 2022
Explanations Can Reduce Overreliance on AI Systems During Decision-Making

Helena Vasconcelos, Matthew Jörke, Madeleine Grunde-McLaughlin et al. · uw

Prior work has identified a resilient phenomenon that threatens the performance of human-AI decision-making teams: overreliance, when people agree with an AI, even when it is incorrect. Surprisingly, overreliance does not reduce when the AI produces explanations for its predictions, compared to only providing predictions. Some have argued that overreliance results from cognitive biases or uncalibrated trust, attributing overreliance to an inevitability of human cognition. By contrast, our paper argues that people strategically choose whether or not to engage with an AI explanation, demonstrating empirically that there are scenarios where AI explanations reduce overreliance. To achieve this, we formalize this strategic choice in a cost-benefit framework, where the costs and benefits of engaging with the task are weighed against the costs and benefits of relying on the AI. We manipulate the costs and benefits in a maze task, where participants collaborate with a simulated AI to find the exit of a maze. Through 5 studies (N = 731), we find that costs such as task difficulty (Study 1), explanation difficulty (Study 2, 3), and benefits such as monetary compensation (Study 4) affect overreliance. Finally, Study 5 adapts the Cognitive Effort Discounting paradigm to quantify the utility of different explanations, providing further support for our framework. Our results suggest that some of the null effects found in literature could be due in part to the explanation not sufficiently reducing the costs of verifying the AI's prediction.

CLDec 15, 2022
On Second Thought, Let's Not Think Step by Step! Bias and Toxicity in Zero-Shot Reasoning

Omar Shaikh, Hongxin Zhang, William Held et al. · gatech

Generating a Chain of Thought (CoT) has been shown to consistently improve large language model (LLM) performance on a wide range of NLP tasks. However, prior work has mainly focused on logical reasoning tasks (e.g. arithmetic, commonsense QA); it remains unclear whether improvements hold for more diverse types of reasoning, especially in socially situated contexts. Concretely, we perform a controlled evaluation of zero-shot CoT across two socially sensitive domains: harmful questions and stereotype benchmarks. We find that zero-shot CoT reasoning in sensitive domains significantly increases a model's likelihood to produce harmful or undesirable output, with trends holding across different prompt formats and model variants. Furthermore, we show that harmful CoTs increase with model size, but decrease with improved instruction following. Our work suggests that zero-shot CoT should be used with caution on socially important tasks, especially when marginalized groups or sensitive topics are involved.

97.6SIMar 20
The Prosocial Ranking Challenge: Reducing Polarization on Social Media without Sacrificing Engagement

Jonathan Stray, Ian Baker, George Beknazar-Yuzbashev et al. · uw

We report the first direct comparisons of multiple alternative social media algorithms on multiple platforms on outcomes of societal interest. We used a browser extension to modify which posts were shown to desktop social media users, randomly assigning 9,386 users to a control group or one of five alternative ranking algorithms which simultaneously altered content across three platforms for six months during the US 2024 presidential election. This reduced our preregistered index of affective polarization by an average of 0.03 standard deviations (p < 0.05), including a 1.5 degree decrease in differences between the 100 point inparty and outparty feeling thermometers. We saw reductions in active use time for Facebook (-0.37 min/day) and Reddit (-0.2 min/day), but an increase of 0.32 min/day (p < 0.01) for X/Twitter. We saw an increase in reports of negative social media experiences but found no effects on well-being, news knowledge, outgroup empathy, perceptions of and support for partisan violence. This implies that bridging content can improve some societal outcomes without necessarily conflicting with the engagement-driven business model of social media.

91.6SIMar 20
Whose Values? Measuring the (Subjective) Expression of Basic Human Values in Social Media

Ziv Epstein, Farnaz Jahanbakhsh, Tiziano Piccardi et al. · mit

The value alignment of sociotechnical systems has become a central debate, but progress depends on how human values are perceived in the content these systems surface and how such perceptions can be measured at scale. Social media platforms are a prominent class of sociotechnical systems where algorithmic curation shapes exposure to value-laden content at scale. Large-language models offer new opportunities for measuring expressions of human values (e.g., humility or equality) in social media data, but value expressions can be subjective: different people will annotate the same post with different values. In this paper, we draw on the Schwartz value system as a broadly encompassing and theoretically grounded set of basic human values, and introduce a framework to personalize the measurement of expressions of Schwartz values in social media posts at scale. We collect 32,370 ground truth value expression annotations from N=1,079 people on 5,211 social media posts representative of real users' feeds. Due to the subjectivity of the task, we observe low levels of inter-rater agreement between people, and low agreement between human raters and LLM-based methods. In response, we construct a personalization architecture for classifying value expressions by learning from a small number of highly informative calibration annotations per user. In evaluation, we find that modeling these differences successfully yields value expression predictions that people agree with more than they agree with other people. These results contribute new methods and understanding for the measurement of human values in social media data.

HCApr 3, 2025
LLM Social Simulations Are a Promising Research Method

Jacy Reese Anthis, Ryan Liu, Sean M. Richardson et al.

Accurate and verifiable large language model (LLM) simulations of human research subjects promise an accessible data source for understanding human behavior and training new AI systems. However, results to date have been limited, and few social scientists have adopted this method. In this position paper, we argue that the promise of LLM social simulations can be achieved by addressing five tractable challenges. We ground our argument in a review of empirical comparisons between LLMs and human research subjects, commentaries on the topic, and related work. We identify promising directions, including context-rich prompting and fine-tuning with social science datasets. We believe that LLM social simulations can already be used for pilot and exploratory studies, and more widespread use may soon be possible with rapidly advancing LLM capabilities. Researchers should prioritize developing conceptual models and iterative evaluations to make the best use of new AI systems.

CYNov 22, 2024
Social Media Algorithms Can Shape Affective Polarization via Exposure to Antidemocratic Attitudes and Partisan Animosity

Tiziano Piccardi, Martin Saveski, Chenyan Jia et al.

There is widespread concern about the negative impacts of social media feed ranking algorithms on political polarization. Leveraging advancements in large language models (LLMs), we develop an approach to re-rank feeds in real-time to test the effects of content that is likely to polarize: expressions of antidemocratic attitudes and partisan animosity (AAPA). In a preregistered 10-day field experiment on X/Twitter with 1,256 consented participants, we increase or decrease participants' exposure to AAPA in their algorithmically curated feeds. We observe more positive outparty feelings when AAPA exposure is decreased and more negative outparty feelings when AAPA exposure is increased. Exposure to AAPA content also results in an immediate increase in negative emotions, such as sadness and anger. The interventions do not significantly impact traditional engagement metrics such as re-post and favorite rates. These findings highlight a potential pathway for developing feed algorithms that mitigate affective polarization by addressing content that undermines the shared values required for a healthy democracy.

88.8CYApr 24
From Demographics to Survey Anchors: Evaluating LLM Agents for Modeling Retirement Attitudes

Rubén Garzón, Pauline Baron, Vincent Grari et al.

Large language models (LLM) agents may offer tools to predict human responses to surveys. A common technique for defining these agents uses only demographics, for example country, age, gender, employment status, income, education and marital status. We compare the predictive accuracy of demographic agents to that of survey agents defined with a larger set of in-domain survey responses. We test both approaches in predicting responses to the multidisciplinary, cross-national Survey of Health, Ageing and Retirement in Europe (SHARE), focusing on five variables from three policy-relevant constructs around personal finance. In these three constructs, we observe that, compared to survey agents trained on broader data, demographics-only agents (1) exhibited a central tendency bias, skewing answers toward population means, and (2) were unrealistically accurate, failing to reproduce the incorrect answers and "don't know" responses typical of human respondents. These performance differences are further substantiated through the replication of a hierarchical regression analysis from prior retirement planning research. Agents based solely on demographic information reproduce the outcome that financial risk tolerance, future time perspective, and knowledge of retirement planning each are predictive of retirement savings. However, only the survey-anchored agents succeed in reproducing the interaction among these three factors. These findings suggest caution in using only demographics to define LLM agents for predicting survey responses.

CVNov 12, 2021
Visual Intelligence through Human Interaction

Ranjay Krishna, Mitchell Gordon, Li Fei-Fei et al.

Over the last decade, Computer Vision, the branch of Artificial Intelligence aimed at understanding the visual world, has evolved from simply recognizing objects in images to describing pictures, answering questions about images, aiding robots maneuver around physical spaces and even generating novel visual content. As these tasks and applications have modernized, so too has the reliance on more data, either for model training or for evaluation. In this chapter, we demonstrate that novel interaction strategies can enable new forms of data collection and evaluation for Computer Vision. First, we present a crowdsourcing interface for speeding up paid data collection by an order of magnitude, feeding the data-hungry nature of modern vision models. Second, we explore a method to increase volunteer contributions using automated social interventions. Third, we develop a system to ensure human evaluation of generative vision models are reliable, affordable and grounded in psychophysics theory. We conclude with future opportunities for Human-Computer Interaction to aid Computer Vision.

HCAug 5, 2020
Conceptual Metaphors Impact Perceptions of Human-AI Collaboration

Pranav Khadpe, Ranjay Krishna, Li Fei-Fei et al.

With the emergence of conversational artificial intelligence (AI) agents, it is important to understand the mechanisms that influence users' experiences of these agents. We study a common tool in the designer's toolkit: conceptual metaphors. Metaphors can present an agent as akin to a wry teenager, a toddler, or an experienced butler. How might a choice of metaphor influence our experience of the AI agent? Sampling metaphors along the dimensions of warmth and competence---defined by psychological theories as the primary axes of variation for human social perception---we perform a study (N=260) where we manipulate the metaphor, but not the behavior, of a Wizard-of-Oz conversational agent. Following the experience, participants are surveyed about their intention to use the agent, their desire to cooperate with the agent, and the agent's usability. Contrary to the current tendency of designers to use high competence metaphors to describe AI products, we find that metaphors that signal low competence lead to better evaluations of the agent than metaphors that signal high competence. This effect persists despite both high and low competence agents featuring human-level performance and the wizards being blind to condition. A second study confirms that intention to adopt decreases rapidly as competence projected by the metaphor increases. In a third study, we assess effects of metaphor choices on potential users' desire to try out the system and find that users are drawn to systems that project higher competence and warmth. These results suggest that projecting competence may help attract new users, but those users may discard the agent unless it can quickly correct with a lower competence metaphor. We close with a retrospective analysis that finds similar patterns between metaphors and user attitudes towards past conversational agents such as Xiaoice, Replika, Woebot, Mitsuku, and Tay.

CVDec 2, 2019
Deep Bayesian Active Learning for Multiple Correct Outputs

Khaled Jedoui, Ranjay Krishna, Michael Bernstein et al.

Typical active learning strategies are designed for tasks, such as classification, with the assumption that the output space is mutually exclusive. The assumption that these tasks always have exactly one correct answer has resulted in the creation of numerous uncertainty-based measurements, such as entropy and least confidence, which operate over a model's outputs. Unfortunately, many real-world vision tasks, like visual question answering and image captioning, have multiple correct answers, causing these measurements to overestimate uncertainty and sometimes perform worse than a random sampling baseline. In this paper, we propose a new paradigm that estimates uncertainty in the model's internal hidden space instead of the model's output space. We specifically study a manifestation of this problem for visual question answer generation (VQA), where the aim is not to classify the correct answer but to produce a natural language answer, given an image and a question. Our method overcomes the paraphrastic nature of language. It requires a semantic space that structures the model's output concepts and that enables the usage of techniques like dropout-based Bayesian uncertainty. We build a visual-semantic space that embeds paraphrases close together for any existing VQA model. We empirically show state-of-art active learning results on the task of VQA on two datasets, being 5 times more cost-efficient on Visual Genome and 3 times more cost-efficient on VQA 2.0.

CVJun 12, 2019
Learning Predicates as Functions to Enable Few-shot Scene Graph Prediction

Apoorva Dornadula, Austin Narcomey, Ranjay Krishna et al.

Scene graph prediction --- classifying the set of objects and predicates in a visual scene --- requires substantial training data. However, most predicates only occur a handful of times making them difficult to learn. We introduce the first scene graph prediction model that supports few-shot learning of predicates. Existing scene graph generation models represent objects using pretrained object detectors or word embeddings that capture semantic object information at the cost of encoding information about which relationships they afford. So, these object representations are unable to generalize to new few-shot relationships. We introduce a framework that induces object representations that are structured according to their visual relationships. Unlike past methods, our framework embeds objects that afford similar relationships closer together. This property allows our model to perform well in the few-shot setting. For example, applying the 'riding' predicate transformation to 'person' modifies the representation towards objects like 'skateboard' and 'horse' that enable riding. We generate object representations by learning predicates trained as message passing functions within a new graph convolution framework. The object representations are used to build few-shot predicate classifiers for rare predicates with as few as 1 labeled example. We achieve a 5-shot performance of 22.70 recall@50, a 3.7 increase when compared to strong transfer learning baselines.

CVApr 25, 2019
Scene Graph Prediction with Limited Labels

Vincent S. Chen, Paroma Varma, Ranjay Krishna et al.

Visual knowledge bases such as Visual Genome power numerous applications in computer vision, including visual question answering and captioning, but suffer from sparse, incomplete relationships. All scene graph models to date are limited to training on a small set of visual relationships that have thousands of training labels each. Hiring human annotators is expensive, and using textual knowledge base completion methods are incompatible with visual data. In this paper, we introduce a semi-supervised method that assigns probabilistic relationship labels to a large number of unlabeled images using few labeled examples. We analyze visual relationships to suggest two types of image-agnostic features that are used to generate noisy heuristics, whose outputs are aggregated using a factor graph-based generative model. With as few as 10 labeled examples per relationship, the generative model creates enough training data to train any existing state-of-the-art scene graph model. We demonstrate that our method outperforms all baseline approaches on scene graph prediction by 5.16 recall@100 for PREDCLS. In our limited label setting, we define a complexity metric for relationships that serves as an indicator (R^2 = 0.778) for conditions under which our method succeeds over transfer learning, the de-facto approach for training with limited labels.

CVMar 27, 2019
Information Maximizing Visual Question Generation

Ranjay Krishna, Michael Bernstein, Li Fei-Fei

Though image-to-sequence generation models have become overwhelmingly popular in human-computer communications, they suffer from strongly favoring safe generic questions ("What is in this picture?"). Generating uninformative but relevant questions is not sufficient or useful. We argue that a good question is one that has a tightly focused purpose --- one that is aimed at expecting a specific type of response. We build a model that maximizes mutual information between the image, the expected answer and the generated question. To overcome the non-differentiability of discrete natural language tokens, we introduce a variational continuous latent space onto which the expected answers project. We regularize this latent space with a second latent space that ensures clustering of similar answers. Even when we don't know the expected answer, this second latent space can generate goal-driven questions specifically aimed at extracting objects ("what is the person throwing"), attributes, ("What kind of shirt is the person wearing?"), color ("what color is the frisbee?"), material ("What material is the frisbee?"), etc. We quantitatively show that our model is able to retain information about an expected answer category, resulting in more diverse, goal-driven questions. We launch our model on a set of real world images and extract previously unseen visual concepts.

CVMar 28, 2018
Referring Relationships

Ranjay Krishna, Ines Chami, Michael Bernstein et al.

Images are not simply sets of objects: each image represents a web of interconnected relationships. These relationships between entities carry semantic meaning and help a viewer differentiate between instances of an entity. For example, in an image of a soccer match, there may be multiple persons present, but each participates in different relationships: one is kicking the ball, and the other is guarding the goal. In this paper, we formulate the task of utilizing these "referring relationships" to disambiguate between entities of the same category. We introduce an iterative model that localizes the two entities in the referring relationship, conditioned on one another. We formulate the cyclic condition between the entities in a relationship by modelling predicates that connect the entities as shifts in attention from one entity to another. We demonstrate that our model can not only outperform existing approaches on three datasets --- CLEVR, VRD and Visual Genome --- but also that it produces visually meaningful predicate shifts, as an instance of interpretable neural networks. Finally, we show that by modelling predicates as attention shifts, we can even localize entities in the absence of their category, allowing our model to find completely unseen categories.

HCJul 18, 2017
Prototype Tasks: Improving Crowdsourcing Results through Rapid, Iterative Task Design

Snehalkumar "Neil" S. Gaikwad, Nalin Chhibber, Vibhor Sehgal et al.

Low-quality results have been a long-standing problem on microtask crowdsourcing platforms, driving away requesters and justifying low wages for workers. To date, workers have been blamed for low-quality results: they are said to make as little effort as possible, do not pay attention to detail, and lack expertise. In this paper, we hypothesize that requesters may also be responsible for low-quality work: they launch unclear task designs that confuse even earnest workers, under-specify edge cases, and neglect to include examples. We introduce prototype tasks, a crowdsourcing strategy requiring all new task designs to launch a small number of sample tasks. Workers attempt these tasks and leave feedback, enabling the re- quester to iterate on the design before publishing it. We report a field experiment in which tasks that underwent prototype task iteration produced higher-quality work results than the original task designs. With this research, we suggest that a simple and rapid iteration cycle can improve crowd work, and we provide empirical evidence that requester "quality" directly impacts result quality.

HCJul 17, 2017
Iris: A Conversational Agent for Complex Tasks

Ethan Fast, Binbin Chen, Julia Mendelsohn et al.

Today's conversational agents are restricted to simple standalone commands. In this paper, we present Iris, an agent that draws on human conversational strategies to combine commands, allowing it to perform more complex tasks that it has not been explicitly designed to support: for example, composing one command to "plot a histogram" with another to first "log-transform the data". To enable this complexity, we introduce a domain specific language that transforms commands into automata that Iris can compose, sequence, and execute dynamically by interacting with a user through natural language, as well as a conversational type system that manages what kinds of commands can be combined. We have designed Iris to help users with data science tasks, a domain that requires support for command combination. In evaluation, we find that data scientists complete a predictive modeling task significantly faster (2.6 times speedup) with Iris than a modern non-conversational programming environment. Iris supports the same kinds of commands as today's agents, but empowers users to weave together these commands to accomplish complex goals.

SIFeb 3, 2017
Anyone Can Become a Troll: Causes of Trolling Behavior in Online Discussions

Justin Cheng, Michael Bernstein, Cristian Danescu-Niculescu-Mizil et al.

In online communities, antisocial behavior such as trolling disrupts constructive discussion. While prior work suggests that trolling behavior is confined to a vocal and antisocial minority, we demonstrate that ordinary people can engage in such behavior as well. We propose two primary trigger mechanisms: the individual's mood, and the surrounding context of a discussion (e.g., exposure to prior trolling behavior). Through an experiment simulating an online discussion, we find that both negative mood and seeing troll posts by others significantly increases the probability of a user trolling, and together double this probability. To support and extend these results, we study how these same mechanisms play out in the wild via a data-driven, longitudinal analysis of a large online news discussion community. This analysis reveals temporal mood effects, and explores long range patterns of repeated exposure to trolling. A predictive model of trolling behavior shows that mood and discussion context together can explain trolling behavior better than an individual's history of trolling. These results combine to suggest that ordinary people can, under the right circumstances, behave like trolls.

HCOct 26, 2016
Huddler: Convening Stable and Familiar Crowd Teams Despite Unpredictable Availability

Niloufar Salehi, Andrew McCabe, Melissa Valentine et al.

Distributed, parallel crowd workers can accomplish simple tasks through workflows, but teams of collaborating crowd workers are necessary for complex goals. Unfortunately, a fundamental condition for effective teams - familiarity with other members - stands in contrast to crowd work's flexible, on-demand nature. We enable effective crowd teams with Huddler, a system for workers to assemble familiar teams even under unpredictable availability and strict time constraints. Huddler utilizes a dynamic programming algorithm to optimize for highly familiar teammates when individual availability is unknown. We first present a field experiment that demonstrates the value of familiarity for crowd teams: familiar crowd teams doubled the performance of ad-hoc (unfamiliar) teams on a collaborative task. We then report a two-week field deployment wherein Huddler enabled crowd workers to convene highly familiar teams in 18 minutes on average. This research advances the goal of supporting long-term, team-based collaborations without sacrificing the flexibility of crowd work.

CVJul 31, 2016
Visual Relationship Detection with Language Priors

Cewu Lu, Ranjay Krishna, Michael Bernstein et al.

Visual relationships capture a wide variety of interactions between pairs of objects in images (e.g. "man riding bicycle" and "man pushing bicycle"). Consequently, the set of possible relationships is extremely large and it is difficult to obtain sufficient training examples for all possible relationships. Because of this limitation, previous work on visual relationship detection has concentrated on predicting only a handful of relationships. Though most relationships are infrequent, their objects (e.g. "man" and "bicycle") and predicates (e.g. "riding" and "pushing") independently occur more frequently. We propose a model that uses this insight to train visual models for objects and predicates individually and later combines them together to predict multiple relationships per image. We improve on prior work by leveraging language priors from semantic word embeddings to finetune the likelihood of a predicted relationship. Our model can scale to predict thousands of types of relationships from a few examples. Additionally, we localize the objects in the predicted relationships as bounding boxes in the image. We further demonstrate that understanding relationships can improve content based image retrieval.

CLFeb 22, 2016
Empath: Understanding Topic Signals in Large-Scale Text

Ethan Fast, Binbin Chen, Michael Bernstein

Human language is colored by a broad range of topics, but existing text analysis tools only focus on a small number of them. We present Empath, a tool that can generate and validate new lexical categories on demand from a small set of seed terms (like "bleed" and "punch" to generate the category violence). Empath draws connotations between words and phrases by deep learning a neural embedding across more than 1.8 billion words of modern fiction. Given a small set of seed words that characterize a category, Empath uses its neural embedding to discover new related terms, then validates the category with a crowd-powered filter. Empath also analyzes text across 200 built-in, pre-validated categories we have generated from common topics in our web dataset, like neglect, government, and social media. We show that Empath's data-driven, human validated categories are highly correlated (r=0.906) with similar categories in LIWC.

HCFeb 22, 2016
Augur: Mining Human Behaviors from Fiction to Power Interactive Systems

Ethan Fast, William McGrath, Pranav Rajpurkar et al.

From smart homes that prepare coffee when we wake, to phones that know not to interrupt us during important conversations, our collective visions of HCI imagine a future in which computers understand a broad range of human behaviors. Today our systems fall short of these visions, however, because this range of behaviors is too large for designers or programmers to capture manually. In this paper, we instead demonstrate it is possible to mine a broad knowledge base of human behavior by analyzing more than one billion words of modern fiction. Our resulting knowledge base, Augur, trains vector models that can predict many thousands of user activities from surrounding objects in modern contexts: for example, whether a user may be eating food, meeting with a friend, or taking a selfie. Augur uses these predictions to identify actions that people commonly take on objects in the world and estimate a user's future activities given their current situation. We demonstrate Augur-powered, activity-based systems such as a phone that silences itself when the odds of you answering it are low, and a dynamic music player that adjusts to your present activity. A field deployment of an Augur-powered wearable camera resulted in 96% recall and 71% precision on its unsupervised predictions of common daily activities. A second evaluation where human judges rated the system's predictions over a broad set of input images found that 94% were rated sensible.

CVNov 11, 2015
Visual7W: Grounded Question Answering in Images

Yuke Zhu, Oliver Groth, Michael Bernstein et al.

We have seen great progress in basic perceptual tasks such as object recognition and detection. However, AI models still fail to match humans in high-level vision tasks due to the lack of capacities for deeper reasoning. Recently the new task of visual question answering (QA) has been proposed to evaluate a model's capacity for deep image understanding. Previous works have established a loose, global association between QA sentences and images. However, many questions and answers, in practice, relate to local regions in the images. We establish a semantic link between textual descriptions and image regions by object-level grounding. It enables a new type of QA with visual answers, in addition to textual answers used in previous work. We study the visual QA tasks in a grounded setting with a large collection of 7W multiple-choice QA pairs. Furthermore, we evaluate human performance and several baseline models on the QA tasks. Finally, we propose a novel LSTM model with spatial attention to tackle the 7W QA tasks.

CVSep 1, 2014
ImageNet Large Scale Visual Recognition Challenge

Olga Russakovsky, Jia Deng, Hao Su et al.

The ImageNet Large Scale Visual Recognition Challenge is a benchmark in object category classification and detection on hundreds of object categories and millions of images. The challenge has been run annually from 2010 to present, attracting participation from more than fifty institutions. This paper describes the creation of this benchmark dataset and the advances in object recognition that have been possible as a result. We discuss the challenges of collecting large-scale ground truth annotation, highlight key breakthroughs in categorical object recognition, provide a detailed analysis of the current state of the field of large-scale image classification and object detection, and compare the state-of-the-art computer vision accuracy with human accuracy. We conclude with lessons learned in the five years of the challenge, and propose future directions and improvements.