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Irene Viola

Publications and source records attributed to Irene Viola.

8 recordsLinked to original sources

LEGO Co-builder: Exploring Fine-Grained Vision-Language Modeling for Multimodal LEGO Assembly Assistants

Vision-language models (VLMs) are facing the challenges of understanding and following multimodal assembly instructions, particularly when fine-grained spatial reasoning and precise object state detection are required. In this work, we explore LEGO Co-builder, a hybrid benchmark combining real-world LEGO assembly logic with programmatically generated multimodal scenes. The dataset captures stepwise visual states and procedural instructions, allowing controlled evaluation of instruction-following, object detection, and state detection. We introduce a unified framework and assess leading VLMs such as GPT-4o, Gemini, and Qwen-VL, under zero-shot and fine-tuned settings. We also evaluated the framework using a reasoning-focused model, GLM-4.1-thinking. Our results show that while object detection achieved high performance (98.16% with fine-tuned InstructBLIP), fine-grained scene understanding and assembly state detection remain challenging: Fine-tuned MiniGPT-v2 reached only 37.52% F1 for identifying theme entities, and even advanced models such as GPT-4o achieved just 40.54% F1 on state detection. This highlights gaps in fine-grained visual understanding among existing models. We release the benchmark, codebase, and generation pipeline to support future research on multimodal assembly assistants grounded in real-world workflows.

cs.AI

Autonomous Workflow for Multimodal Fine-Grained Training Assistants Towards Mixed Reality

Autonomous artificial intelligence (AI) agents have emerged as promising protocols for automatically understanding the language-based environment, particularly with the exponential development of large language models (LLMs). However, a fine-grained, comprehensive understanding of multimodal environments remains under-explored. This work designs an autonomous workflow tailored for integrating AI agents seamlessly into extended reality (XR) applications for fine-grained training. We present a demonstration of a multimodal fine-grained training assistant for LEGO brick assembly in a pilot XR environment. Specifically, we design a cerebral language agent that integrates LLM with memory, planning, and interaction with XR tools and a vision-language agent, enabling agents to decide their actions based on past experiences. Furthermore, we introduce LEGO-MRTA, a multimodal fine-grained assembly dialogue dataset synthesized automatically in the workflow served by a commercial LLM. This dataset comprises multimodal instruction manuals, conversations, XR responses, and vision question answering. Last, we present several prevailing open-resource LLMs as benchmarks, assessing their performance with and without fine-tuning on the proposed dataset. We anticipate that the broader impact of this workflow will advance the development of smarter assistants for seamless user interaction in XR environments, fostering research in both AI and HCI communities.

cs.CL

PointPCA+: Extending PointPCA objective quality assessment metric

A computationally-simplified and descriptor-richer Point Cloud Quality Assessment (PCQA) metric, namely PointPCA+, is proposed in this paper, which is an extension of PointPCA. PointPCA proposed a set of perceptually-relevant descriptors based on PCA decomposition that were applied to both the geometry and texture data of point clouds for full reference PCQA. PointPCA+ employs PCA only on the geometry data while enriching existing geometry and texture descriptors, that are computed more efficiently. Similarly to PointPCA, a total quality score is obtained through a learning-based fusion of individual predictions from geometry and texture descriptors that capture local shape and appearance properties, respectively. Before feature fusion, a feature selection module is introduced to choose the most effective features from a proposed super-set. Experimental results show that PointPCA+ achieves high predictive performance against subjective ground truth scores obtained from publicly available datasets. The code is available at \url{https://github.com/cwi-dis/pointpca_suite/}.

cs.CV

Extending 3-DoF Metrics to Model User Behaviour Similarity in 6-DoF Immersive Applications

Immersive reality technologies, such as Virtual and Augmented Reality, have ushered a new era of user-centric systems, in which every aspect of the coding--delivery--rendering chain is tailored to the interaction of the users. Understanding the actual interactivity and behaviour of the users is still an open challenge and a key step to enabling such a user-centric system. Our main goal is to extend the applicability of existing behavioural methodologies for studying user navigation in the case of 6 Degree-of-Freedom (DoF). Specifically, we first compare the navigation in 6-DoF with its 3-DoF counterpart highlighting the main differences and novelties. Then, we define new metrics aimed at better modelling behavioural similarities between users in a 6-DoF system. We validate and test our solutions on real navigation paths of users interacting with dynamic volumetric media in 6-DoF Virtual Reality conditions. Our results show that metrics that consider both user position and viewing direction better perform in detecting user similarity while navigating in a 6-DoF system. Having easy-to-use but robust metrics that underpin multiple tools and answer the question ``how do we detect if two users look at the same content?" open the gate to new solutions for a user-centric system.

cs.HC

Volumetric video streaming: Current approaches and implementations

The rise of capturing systems for objects and scenes in 3D with increased fidelity and immersion has led to the popularity of volumetric video contents that can be seen from any position and angle in 6 degrees of freedom navigation. Such contents need large volumes of data to accurately represent the real world. Thus, novel optimization solutions and delivery systems are needed to enable volumetric video streaming over bandwidth-limited networks. In this chapter, we discuss theoretical approaches to volumetric video streaming optimization, through compression solutions, as well as network and user adaptation, for high-end and low-powered devices. Moreover, we present an overview of existing end-to-end systems, and we point to the future of volumetric video streaming.

cs.MM

Evaluating the Impact of Tiled User-Adaptive Real-Time Point Cloud Streaming on VR Remote Communication

Remote communication has rapidly become a part of everyday life in both professional and personal contexts. However, popular video conferencing applications present limitations in terms of quality of communication, immersion and social meaning. VR remote communication applications offer a greater sense of co-presence and mutual sensing of emotions between remote users. Previous research on these applications has shown that realistic point cloud user reconstructions offer better immersion and communication as compared to synthetic user avatars. However, photorealistic point clouds require a large volume of data per frame and are challenging to transmit over bandwidth-limited networks. Recent research has demonstrated significant improvements to perceived quality by optimizing the usage of bandwidth based on the position and orientation of the user's viewport with user-adaptive streaming. In this work, we developed a real-time VR communication application with an adaptation engine that features tiled user-adaptive streaming based on user behaviour. The application also supports traditional network adaptive streaming. The contribution of this work is to evaluate the impact of tiled user-adaptive streaming on quality of communication, visual quality, system performance and task completion in a functional live VR remote communication system. We perform a subjective evaluation with 33 users to compare the different streaming conditions with a neck exercise training task. As a baseline, we use uncompressed streaming requiring ca. 300Mbps and our solution achieves similar visual quality with tiled adaptive streaming at 14Mbps. We also demonstrate statistically significant gains to the quality of interaction and improvements to system performance and CPU consumption with tiled adaptive streaming as compared to the more traditional network adaptive streaming.

cs.MM

On the impact of VR assessment on the Quality of Experience of Highly Realistic Digital Humans

Fuelled by the increase in popularity of virtual and augmented reality applications, point clouds have emerged as a popular 3D format for acquisition and rendering of digital humans, thanks to their versatility and real-time capabilities. Due to technological constraints and real-time rendering limitations, however, the visual quality of dynamic point cloud contents is seldom evaluated using virtual and augmented reality devices, instead relying on prerecorded videos displayed on conventional 2D screens. In this study, we evaluate how the visual quality of point clouds representing digital humans is affected by compression distortions. In particular, we compare three different viewing conditions based on the degrees of freedom that are granted to the viewer: passive viewing (2DTV), head rotation (3DoF), and rotation and translation (6DoF), to understand how interacting in the virtual space affects the perception of quality. We provide both quantitative and qualitative results of our evaluation involving 78 participants, and we make the data publicly available. To the best of our knowledge, this is the first study evaluating the quality of dynamic point clouds in virtual reality, and comparing it to traditional viewing settings. Results highlight the dependency of visual quality on the content under test, and limitations in the way current data sets are used to evaluate compression solutions. Moreover, influencing factors in quality evaluation in VR, and shortcomings in how point cloud encoding solutions handle visually-lossless compression, are discussed.

cs.MM

PointPCA: Point Cloud Objective Quality Assessment Using PCA-Based Descriptors

Point clouds denote a prominent solution for the representation of 3D photo-realistic content in immersive applications. Similarly to other imaging modalities, quality predictions for point cloud contents are vital for a wide range of applications, enabling trade-off optimizations between data quality and data size in every processing step from acquisition to rendering. In this work, we focus on use cases that consider human end-users consuming point cloud contents and, hence, we concentrate on visual quality metrics. In particular, we propose a set of perceptually relevant descriptors based on Principal Component Analysis (PCA) decomposition, which is applied to both geometry and texture data for full-reference point cloud quality assessment. Statistical features are derived from these descriptors to characterize local shape and appearance properties for both a reference and a distorted point cloud. The extracted statistical features are subsequently compared to provide corresponding predictions of visual quality for the distorted point cloud. As part of our method, a learning-based approach is proposed to fuse these individual predictors to a unified perceptual score. We validate the accuracy of the individual predictors, as well as the unified quality scores obtained after regression against subjectively annotated datasets, showing that our metric outperforms state-of-the-art solutions. Insights regarding design decisions are provided through exploratory studies, evaluating the performance of our metric under different parameter configurations, attribute domains, color spaces, and regression models. A software implementation of the proposed metric is made available at the following link: https://github.com/cwi-dis/pointpca.

cs.MM