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Enmin Zhou

Publications and source records attributed to Enmin Zhou.

6 recordsLinked to original sources

ICM-Bench: Person-Level Identity Reasoning in Multimodal Agents with Long-Term Memory

Long-horizon multimodal agents should remember not only what happened but also who participated. This capability depends on linking recurring faces, voices, names, person-associated objects, events, and social relations to consistent identities over time. Existing long-video and multimodal-agent benchmarks measure broad memory question answering, but they do not isolate the ability to maintain recurring person identities and reason over their cross-time relations. We introduce ICM-Bench (Identity-Centric Memory Benchmark), which, to the best of our knowledge, is the first benchmark specifically designed to evaluate identity-centric reasoning over long video memories in multimodal agents. The benchmark contains 839 synthetic clips spanning 141 minutes and 1,217 open-ended questions about six recurring adults in a one-year life album. A theme-configurable pipeline generates the video collection and associates each question with its target identities and traceable supporting evidence. We compare direct caption-memory baselines, memory-augmented agents, and graph-retrieval systems. Gemini 3.1 Pro achieves the highest overall accuracy of 74.0%, yet its score falls to 60.3% on questions that require long-term identity profiles. The results show that current systems recover many event-level memories but remain less reliable when evidence must be accumulated around a stable person.

cs.CV

OmniRetriever: Any-to-Any Audio-Video-Text Retrieval via Fusion-as-Teacher Distillation

Unified multimodal embedding spaces have become the standard interface for cross-modal retrieval and multimodal RAG, and recent audio-video-text (AVT) encoders extend this setting to three modalities. Such encoders can produce a joint (T,V,A) embedding whenever all three modalities are available, but standard pairwise InfoNCE objectives leave this signal unused during training. We close this gap with fusion-as-teacher distillation, which treats a stop-gradient copy of the fused embedding as a teacher signal for the single-modal embeddings, paired with a Tuple-InfoNCE term that supervises the fused embedding directly. We instantiate this objective as OmniRetriever-7B. Across six zero-shot retrieval benchmarks, OmniRetriever-7B surpasses the closed-source Gemini Embedding 2 by 13.3-18.0 R@1 on Clotho and SoundDescs, and reaches the contemporary zero-shot specialist band of open video-text encoders on MSR-VTT and MSVD. To stress-test joint representations, we further release OmniRetriever-Bench, a 12-direction AVT retrieval benchmark totaling 3782 triples; on it OmniRetriever-7B attains AVG-all 34.84, improving over Gemini Embedding 2 by 1.72 and over the best prior open-source AVT method by 8.03.

cs.CV

MARC: Memory-Augmented RL Token Compression for Efficient Video Understanding

The rapid progress of large language models (LLMs) has laid the foundation for multimodal models. However, visual language models (VLMs) still face heavy computational costs when extended from images to videos due to high frame rates and long durations. Token compression is a promising solution, yet most existing training-free methods cause information loss and performance degradation. To overcome this, we propose \textbf{Memory-Augmented Reinforcement Learning-based Token Compression (MARC)}, which integrates structured retrieval and RL-based distillation. MARC adopts a \textit{retrieve-then-compress} strategy using a \textbf{Visual Memory Retriever (VMR)} to select key clips and a \textbf{Compression Group Relative Policy Optimization (C-GRPO)} framework to distil reasoning ability from a teacher to a student model. Experiments on six video benchmarks show that MARC achieves near-baseline accuracy using only one frame's tokens -- reducing visual tokens by \textbf{95\%}, GPU memory by \textbf{72\%}, and latency by \textbf{23.9\%}. This demonstrates its potential for efficient, real-time video understanding in resource-constrained settings such as video QA, surveillance, and autonomous driving.

cs.CV

UGC-VideoCaptioner: An Omni UGC Video Detail Caption Model and New Benchmarks

Real-world user-generated videos, especially on platforms like TikTok, often feature rich and intertwined audio visual content. However, existing video captioning benchmarks and models remain predominantly visual centric, overlooking the crucial role of audio in conveying scene dynamics, speaker intent, and narrative context. This lack of omni datasets and lightweight, capable models hampers progress in fine grained, multimodal video understanding. To address these challenges, we introduce UGC-VideoCap, a new benchmark and model framework specifically designed for detailed omnimodal captioning of short form user-generated videos. Unlike prior datasets, UGC-VideoCap emphasizes balanced integration of audio and visual modalities, featuring 1000 TikTok videos annotated through a structured three stage human-in-the-loop pipeline covering audio only, visual only, and joint audio visual semantics. The benchmark also includes 4000 carefully crafted QA pairs probing both unimodal and cross modal understanding. Alongside the dataset, we propose UGC-VideoCaptioner(3B), a 3B parameter captioning model distilled from Gemini 2.5 Flash. Using a novel two-stage training strategy supervised fine tuning followed by Group Relative Policy Optimization (GRPO), our approach enables efficient adaptation from limited data while maintaining competitive performance. Together, our benchmark and model offer a high-quality foundation and a data-efficient solution for advancing omnimodal video captioning in unconstrained real-world UGC settings.

cs.CV

Gesture2Text: A Generalizable Decoder for Word-Gesture Keyboards in XR Through Trajectory Coarse Discretization and Pre-training

Text entry with word-gesture keyboards (WGK) is emerging as a popular method and becoming a key interaction for Extended Reality (XR). However, the diversity of interaction modes, keyboard sizes, and visual feedback in these environments introduces divergent word-gesture trajectory data patterns, thus leading to complexity in decoding trajectories into text. Template-matching decoding methods, such as SHARK^2, are commonly used for these WGK systems because they are easy to implement and configure. However, these methods are susceptible to decoding inaccuracies for noisy trajectories. While conventional neural-network-based decoders (neural decoders) trained on word-gesture trajectory data have been proposed to improve accuracy, they have their own limitations: they require extensive data for training and deep-learning expertise for implementation. To address these challenges, we propose a novel solution that combines ease of implementation with high decoding accuracy: a generalizable neural decoder enabled by pre-training on large-scale coarsely discretized word-gesture trajectories. This approach produces a ready-to-use WGK decoder that is generalizable across mid-air and on-surface WGK systems in augmented reality (AR) and virtual reality (VR), which is evident by a robust average Top-4 accuracy of 90.4% on four diverse datasets. It significantly outperforms SHARK^2 with a 37.2% enhancement and surpasses the conventional neural decoder by 7.4%. Moreover, the Pre-trained Neural Decoder's size is only 4 MB after quantization, without sacrificing accuracy, and it can operate in real-time, executing in just 97 milliseconds on Quest 3.

cs.CV

Towards Open-World Gesture Recognition

Providing users with accurate gestural interfaces, such as gesture recognition based on wrist-worn devices, is a key challenge in mixed reality. However, static machine learning processes in gesture recognition assume that training and test data come from the same underlying distribution. Unfortunately, in real-world applications involving gesture recognition, such as gesture recognition based on wrist-worn devices, the data distribution may change over time. We formulate this problem of adapting recognition models to new tasks, where new data patterns emerge, as open-world gesture recognition (OWGR). We propose the use of continual learning to enable machine learning models to be adaptive to new tasks without degrading performance on previously learned tasks. However, the process of exploring parameters for questions around when, and how, to train and deploy recognition models requires resource-intensive user studies may be impractical. To address this challenge, we propose a design engineering approach that enables offline analysis on a collected large-scale dataset by systematically examining various parameters and comparing different continual learning methods. Finally, we provide design guidelines to enhance the development of an open-world wrist-worn gesture recognition process.

cs.CV