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Kevin Qinghong Lin

Publications and source records attributed to Kevin Qinghong Lin.

At least 19 recordsLinked to original sources

Data Journalist Agent: Transforming Data into Verifiable Multimodal Stories

Data tells stories that shape society; the data journalist's job is to turn raw information into stories non-experts can trust. A high-quality news feature takes a newsroom team weeks: hunting for context, running statistics, choosing an angle, and designing visuals. Recent agents handle individual steps well: data-science agents close the analysis loop, while design agents synthesize beautiful websites. But can an agent serve as a data journalist end to end? We introduce Data Journalist Agent (Data2Story), a multi-agent framework that orchestrates specialized roles into a single virtual newsroom. Data2Story contributes two innovations. (i) Claims are evidence-grounded: an Inspector links every number, angle, and asset back to data, code, or an external reference. (ii) Articles are multimodally generative: rather than defaulting to plain text and static charts, Data2Story reasons about what readers will want to see, then deploys multimodal tools, such as interactive maps for geography and audio for music. We evaluate Data2Story on 18 articles, each paired with the originally published expert piece, along four axes: (a) human-agent angle coverage; (b) rubric evaluation with 53 participants across five dimensions; (c) computer-use agents as judges, a cost-saving proxy for how readers navigate interactive articles; and (d) verifiability, where a coding verifier re-executes statements against the data and checks claims against references. Data2Story produces competitive, evidence-traceable multimedia stories, with particular strength in transparency and auditability. Human articles retain an edge in editorial angle, creative design, and presentation. We position Data2Story as a collaborator for journalists, enabling more evidence-based, transparent, and verifiable reporting. Code and demos are available at https://data2story.github.io.

cs.CV

PaperDoctor: Evidence-Grounded and Actionable Feedback for Scientific Papers in Progress

Autoresearch agents are reshaping the research ecosystem, but they can also let flawed claims enter the literature at scale. Human advisors catch such issues in drafts through careful, traceable feedback, yet advisor-style assessment requires extensive manual effort and does not scale. To shift automated paper assessment from a judge to a diagnostician, we introduce PaperDoctor, an agent framework for pre-submission feedback with three key innovations. First, a holistic hierarchical framework evaluates writing, layout, references, code, theory, prior work, and experiments through three layers: L1 surface screening, L2 typed verifiers that route each claim to the appropriate evidence, and L3 reproducers that rerun experiments by priority. Second, each finding contains an observation, a pointer to specific evidence such as a sentence, equation, or code line, and a revision suggestion, making critiques auditable and actionable. Third, PaperDoctor selectively rebuilds and reruns experiments based on claim importance and compute budget, surfacing reproducibility gaps and quantitative limitations that are invisible from the manuscript alone. We evaluate PaperDoctor on 30 in-progress papers, yielding 70.6% agreement and all positive holistic scores, and on 40 manuscripts across machine learning, natural science, and social science, covering human- and AI-authored papers with code. Overall, PaperDoctor produces more auditable feedback than human and other agentic reviewers, pairs critiques with concrete suggestions by design, and complements dimensions often overlooked by human reviewers. We also develop an interactive interface that lets authors browse findings grounded in their paper. PaperDoctor reframes automated paper assessment as diagnosis rather than verdict, taking a concrete step toward AI advisors for more rigorous AI-assisted scientific discovery.

cs.CL

Show-Harness: Just a VLM Agent Can Play Robots

Foundation vision-language models (VLMs) exhibit broad intelligence about the world, yet translating this intelligence into robot control remains challenging. We present Show-Harness, an Embodied Harness that enables VLMs to "play" robots through a compact semantic interface linking intent to action. Show-Harness exposes discrete semantic action units that VLMs can naturally reason over, while embodiment-specific interpreters deterministically ground them into local robot actions, keeping the VLM directly responsible for fine-grained physical decisions. Through the same interface, Show-Harness demonstrates the feasibility of (1) directly unlocking closed-source frontier VLMs for zero-shot robot control, and (2) adapting small-scale open-source VLMs for low-cost deployment with just a few GPU-hours of fine-tuning. We further develop GUMI (GUI Manipulation Interface), which extends the same semantic action space to GUI-based demonstration collection, allowing humans and agents to "play" robots across embodiments without specialized teleoperation hardware. Extensive experiments show that Show-Harness-equipped VLM agents generalize robustly across tasks, embodiments, and environments, outperforming representative agentic and VLA paradigms. These results suggest that the right interface can unlock substantial embodied capability from foundation VLMs, without requiring additional model capacity or costly embodiment-specific pretraining.

cs.RO

Checkup2Action: A Multimodal Clinical Check-up Report Dataset for Patient-Oriented Action Card Generation

Routine clinical check-up reports combine laboratory measurements, physiological assessments, imaging findings and visually structured information, but rarely tell patients what to do next. Translating them into follow-up actions requires models to connect evidence across pages, tables and modalities, identify clinically relevant issues and communicate next steps without unsupported diagnostic or treatment claims. Yet this report-to-action capability remains poorly benchmarked. We introduce C2A, a dataset and benchmark for generating structured \textit{Action Cards} from multimodal check-up reports, together with Checkup2Action, a constrained workflow for the task. C2A contains 2,000 de-identified real-world reports covering physical examinations, laboratory tests, cardiovascular assessments and imaging evidence. Each card specifies one issue, its priority, recommended department, follow-up window, patient-facing explanation and questions for clinicians. Our evaluation measures issue coverage and precision, priority consistency, department and timing accuracy, action complexity, usefulness, readability and safety. Experiments across general-purpose and medical large language models show that no model performs best on every dimension. Clinical experts judged 84% of evaluated outputs fully reasonable and effective. Removing safety constraints increased problem recall from 0.527 to 0.825, but produced more diagnostic overstatement. C2A therefore supports systematic study of the balance between coverage, actionable guidance and safe patient communication.

cs.CL

SurgNarrator: A Generative Retrieval Framework for Surgical Video Understanding

Surgical procedures unfold as structured and recurring clinical events, whose real-time understanding via intraoperative surgical videos is critical for intraoperative decision-making and support. However, existing video understanding methods force a trade-off: autoregressive video-language models support comprehensive reasoning but are not practical for time-sensitive clinical applications, whereas contrastive models offer low latency but struggle with complex scene understanding. Recently, generative retrieval has been explored for general-domain video understanding, but transferring it to surgery is not trivial because near-identical visual appearances may indicate semantically distinct events, and the terminology involved is highly surgery-specific. To this end, we propose SurgNarrator, a new generative retrieval framework tailored for surgical video understanding. We construct a well-curated surgery-centric vocabulary from surgical captions to define a clinically meaningful retrieval space. We then adapt the pre-trained Qwen3-VL-Embedding-8B to learn discriminative clinical representations with a temporally-aware contrastive objective. During inference, a hierarchical, procedure-aware retrieval strategy narrows the search space to the relevant procedure type, delivering fast and effective responses. Our method is comprehensively evaluated on twelve benchmarks in a zero-shot setting and achieves consistent performance gains over state-of-the-art baselines, while reducing output-stage latency by more than two orders of magnitude compared with the generative baseline.

cs.CV

AI for Auto-Research: Roadmap & User Guide

AI-assisted research is crossing a threshold: fully automated systems can now generate research papers for as little as $15, while long-horizon agents can execute experiments, draft manuscripts, and simulate critique with minimal human input. Yet this productivity frontier exposes a deeper integrity problem: under scientific pressure, even frontier LLMs still fabricate results, miss hidden errors, and fail to judge novelty reliably. Studying developments through April 2026, we present an end-to-end analysis of AI across the complete research lifecycle, organized into four epistemological phases: Creation (idea generation, literature review, coding & experiments, tables & figures), Writing (paper writing), Validation (peer review, rebuttal & revision), and Dissemination (posters, slides, videos, social media, project pages, and interactive agents). We identify a sharp, stage-dependent boundary between reliable assistance and unreliable autonomy: AI excels at structured, retrieval-grounded, and tool-mediated tasks, but remains fragile for genuinely novel ideas, research-level experiments, and scientific judgment. Generated ideas often degrade after implementation, research code lags far behind pattern-matching benchmarks, and end-to-end autonomous systems have not yet consistently reached major-venue acceptance standards. We further show that greater automation can obscure rather than eliminate failure modes, making human-governed collaboration the most credible deployment paradigm. Finally, we provide a structured taxonomy, benchmark suite, and tool inventory, cross-stage design principles, and a practitioner-oriented playbook, with resources maintained at our project page.

cs.AI

A Survey on Foundations and Frontiers of Multimodal Agentic Frameworks: Techniques and Applications

Advances in large language models (LLMs) have fueled a wave of research into agency: the ability to reason, plan, and act. This effort has produced agentic frameworks that orchestrate perception, memory, and decision-making around powerful LLM backbones. With the advent of large multimodal models (LMMs), these systems can process and integrate diverse modalities, including images, audio, and video, thereby improving their real-world applicability. Yet, while surveys of LLM-based agents exist, the role of multimodality in shaping agency has not been systematically examined in recent years. This survey fills the gap by analyzing the impact of multimodality across the core functional modules of the agentic framework: perception, reasoning, planning, memory, and action. Using this lens, we trace the evolution from text-centric agents to multimodal frameworks, examine how modalities are integrated through delegated, late-fusion, and early-fusion architectures, and assess the emergence of agentic behaviors enabled by grounded perception and multimodal reasoning. We organize existing work through a modality-centric taxonomy that links architectural design choices to agent capabilities. Moreover, we review multimodal agentic systems across various application domains, including Robotics, GUI & Web Navigation, Multimedia Content Generation & Editing, and Long-form Video Understanding & Retrieval. Beyond capabilities, we analyze performance across these settings and discuss efficiency-scalability trade-offs, including training and inference costs, latency, and deployment constraints. By focusing on the impact of multimodality in agentic design, we aim to identify key gaps and chart a roadmap toward robust and general-purpose intelligent systems.

cs.AI

Agentic World Modeling: Foundations, Capabilities, Laws, and Beyond

As AI systems move from generating text to accomplishing goals through sustained interaction, the ability to model environment dynamics becomes a central bottleneck. Agents that manipulate objects, navigate software, coordinate with others, or design experiments require predictive environment models, yet the term world model carries different meanings across research communities. We introduce a "levels x laws" taxonomy organized along two axes. The first defines three capability levels: L1 Predictor, which learns one-step local transition operators; L2 Simulator, which composes them into multi-step, action-conditioned rollouts that respect domain laws; and L3 Evolver, which autonomously revises its own model when predictions fail against new evidence. The second identifies four governing-law regimes: physical, digital, social, and scientific. These regimes determine what constraints a world model must satisfy and where it is most likely to fail. Using this framework, we synthesize over 400 works and summarize more than 100 representative systems spanning model-based reinforcement learning, video generation, web and GUI agents, multi-agent social simulation, and AI-driven scientific discovery. We analyze methods, failure modes, and evaluation practices across level-regime pairs, propose decision-centric evaluation principles and a minimal reproducible evaluation package, and outline architectural guidance, open problems, and governance challenges. The resulting roadmap connects previously isolated communities and charts a path from passive next-step prediction toward world models that can simulate, and ultimately reshape, the environments in which agents operate. Code and resources are available at: https://github.com/matrix-agent/awesome-agentic-world-modeling.

cs.AI

Grounding Computer Use Agents on Human Demonstrations

Building reliable computer-use agents requires grounding: accurately connecting natural language instructions to the correct on-screen elements. While large datasets exist for web and mobile interactions, high-quality resources for desktop environments are limited. To address this gap, we introduce GroundCUA, a large-scale desktop grounding dataset built from expert human demonstrations. It covers 87 applications across 12 categories and includes 56K screenshots, with every on-screen element carefully annotated for a total of over 3.56M human-verified annotations. From these demonstrations, we generate diverse instructions that capture a wide range of real-world tasks, providing high-quality data for model training. Using GroundCUA, we develop the GroundNext family of models that map instructions to their target UI elements. At both 3B and 7B scales, GroundNext achieves state-of-the-art results across five benchmarks using supervised fine-tuning, while requiring less than one-tenth the training data of prior work. Reinforcement learning post-training further improves performance, and when evaluated in an agentic setting on the OSWorld benchmark using o3 as planner, GroundNext attains comparable or superior results to models trained with substantially more data,. These results demonstrate the critical role of high-quality, expert-driven datasets in advancing general-purpose computer-use agents.

cs.LG

3D-CoS: A New 3D Reconstruction Paradigm Based on VLM Code Synthesis

Most recent 3D reconstruction and editing systems operate on implicit and explicit representations such as NeRF, point clouds, or meshes. While these representations enable high-fidelity rendering, they are fundamentally low-level and hard to control programmatically. In contrast, we propose and systematically evaluate a new 3D reconstruction paradigm, 3D Code Synthesis (3D-CoS), where 3D assets are constructed as executable Blender code, a programmatic and interpretable medium. To assess how well current VLMs can use code to represent 3D objects, we evaluate representative open-source and closed-source VLMs in code-based reconstruction under a unified protocol. We further introduce a suite of structured code-synthesis workflows, including blueprint-based planning, Retrieval-Augmented Generation (RAG) over Blender API documentation, few-shot geometric demonstrations, and a component-level Agent workflow for part-wise code generation. To demonstrate the unique advantages of this representation, we further evaluate localized text-driven modifications and compare our code-based edits with a point-cloud-based 3D editing baseline. Our study shows that code as a 3D representation offers strong controllability and locality, yielding stronger edit fidelity and better preservation of unedited regions in our targeted editing evaluation. Our work also analyzes the potential of this paradigm, delineates the current capability frontier of VLMs for programmatic 3D modeling, and highlights code synthesis as a promising direction for editable 3D reconstruction.

cs.CV

Dream.exe: Can Video Generation Models Dream Executable Robot Manipulation?

Video generation models have made impressive strides in synthesizing visually compelling content, yet their outputs remain confined to the virtual domain. A natural question follows: how well do these models reflect the physical world when their generated videos leave the screen and enter reality? We propose robotic manipulation as a concrete, measurable window onto this question: if a model has truly internalized physical laws, the motion it depicts should translate into executable robot behavior. We introduce Dream$.$exe, an evaluation framework that operationalizes this criterion through a video-to-execution pipeline. Given a scene image and a task description, Dream$.$exe synthesizes a manipulation video, converts the generated motion into robot trajectories, and executes them in a physics simulator, yielding a grounding signal that purely visual metrics cannot offer. Using this pipeline, we evaluate 8 models spanning frontier closed-source generators, open-source generators, and robot-specific models. Our benchmark covers 101 manually curated manipulation tasks at three levels of physical complexity, measured across visual quality, trajectory fidelity, and execution success. Encouragingly, several models achieve measurable execution success, suggesting that generative priors learned from internet-scale data already encode meaningful physical knowledge. Yet visual quality proves a poor predictor of executability, exposing a dimension of model capability that standard visual evaluations do not capture. Dream$.$exe will be open-sourced at https://github.com/showlab/Dream.exe.

cs.CV

Demo2Tutorial: From Human Experience to Multimodal Software Tutorials

Human experience in digital environments offers a vast, underexplored resource of authentic, untrimmed interactions that contain rich procedural knowledge. We introduce Demo2Tutorial, a framework that transforms this experience captured via screen recordings and interaction logs into structured, multimodal software tutorials for teaching both humans and agents. Demo2Tutorial first collects human experience via a dedicated recorder, then parses raw experience using a multimodal Action Parser to reconstruct perception, action, and intent. A Step Planner then abstracts these steps into hierarchical task graphs representing goals and steps. Finally, a Tutorial Composer transforms the parsed experience into structured, reusable image-text instructions. We evaluate the tutorial generation quality on a new benchmark derived from official software documentation. We further demonstrate that this distilled representation benefits (i) human learning, by automatically generating multimodal tutorials, and (ii) agent learning, by improving downstream GUI-agent planning and generalization. Experiments show Demo2Tutorial produces high-quality tutorials that surpass human-authored ones and significantly outperform baseline methods, while enabling both faster human task completion and improved GUI agent planning, demonstrating that structured tutorials distilled from human experience can serve as effective knowledge representations for advancing both human learning and agent capabilities. Code and data will be available at https://github.com/showlab/Demo2Tutorial.

cs.CV

Residual Decoder Adapter: ID-Preserving Tokenizer Adaption for Autoregressive Text Rendering

Visual Autoregressive (AR) models generate images by predicting discrete tokens that are decoded by a visual tokenizer. Despite demonstrating strong overall image generation ability, they still underperform on text rendering with blur strokes and disrupt letter shapes. In this work, we trace this limitation to the visual tokenizer, which struggles to reconstruct fine-grained detail. Improving the tokenizer is straightforward but expensive, as it necessitates retraining both the tokenizer and the AR model. Can we improve text rendering performance of AR models without retraining the existing tokenizer and AR model? To achieve this, we propose the Residual Decoder Adapter(RDA) that upgrades an existing tokenizer post-hoc without changing its token space. Specifically, it refines the decoder output of the visual tokenizer by introducing two novel components: (i) a paired codebook that shares the token distribution with the original one; (ii) a parallel branch to learn the tiny differences (residual) between the reconstructed image and the ground-truth images in the pixel space. This residual design allows us to enhance the tokenizer non-invasively while preserving compatibility with prior AR models. RDA substantially improves text rendering significantly by a large margin. For instance, we boost finetuned Janus-Pro OCR accuracy rises from 24.52% to 58.26% (TextVisionBlend), from 12.75% to 36.81% (StyledTextSynth) on competitive TextAtlas benchmark. The code is available at https://github.com/CSU-JPG/RDA

cs.CV

SceneCode: Executable World Programs for Editable Indoor Scenes with Articulated Objects

Indoor scene synthesis underpins embodied AI, robotic manipulation, and simulation-based policy evaluation, where a useful scene must specify not only what the environment looks like, but also how its objects are structured. Existing pipelines, however, typically represent generated content as static meshes and inherit articulation only from curated asset libraries, which limits object-level controllability and prevents new interactable assets from being produced on demand. We address this gap by formulating physically interactable indoor scene synthesis as programmatic world generation, and present SceneCode, a framework that compiles a natural language prompt into an executable, code-driven indoor world rather than a collection of opaque meshes. A room-level agentic backbone first turns the prompt into a structured house layout and emits per-object AssetRequests through a planner--designer--critic loop. Each request is then routed to one of five code-generation strategies and converted into a synthesized part-wise Blender Python programs that are validated through an execution-guided repair-and-refine loop. The resulting programs are compiled into simulation-ready assets, and exported as SDF for physics simulation. A persistent scene-state registry links object requests, executable programs, rendered geometry, and simulation assets, turning scene assembly into a traceable and locally editable world-building process. We evaluate SceneCode across scene-level synthesis, object-level asset quality, human judgment, and downstream robot interaction. Results show that executable world programs improve prompt-faithful indoor scene generation and produce assets with cleaner mesh structure, and simulator-loadable articulation metadata. Project page: https://scene-code.github.io/.

cs.AI

Soap2Soap: Long Cinematic Video Remaking via Multi-Agent Collaboration

We study series-level cinematic remaking, a long-horizon video-to-video generation problem that localizes full episodes or films via stylization or actor replacement while strictly preserving narrative structure, motion choreography, and character identity across hundreds of shots. Existing video generation and editing pipelines often break down in this regime due to compounding identity drift, background mutation, and semantic erosion under large camera motions and viewpoint changes. We propose Soap2Soap, a multi-agent framework that enforces long-term language-visual consistency through a Dual-Bridge Consistency mechanism: a scene-aware JSON screenplay serving as a persistent semantic backbone, and dynamically allocated visual reference anchors at both scene and shot levels. To suppress drift before video synthesis, we introduce batch keyframe consistency, jointly generating multiple keyframes in a shared latent context via a grid-based formulation. A closed-loop verification agent further audits identity, stability, and alignment to trigger selective regeneration. Experiments on SoapBench demonstrate strong improvements over commercial video generation APIs in long-term consistency and narrative fidelity.

cs.CV

Reasoning Compression with Mixed-Policy Distillation

Reasoning-centric large language models (LLMs) achieve strong performance by generating intermediate reasoning trajectories, but often incur excessive token usage and high inference-time decoding cost. We observe that, when solving the same problems, larger reasoning models can often produce more concise traces, whereas smaller reasoning models tend to generate longer and more redundant trajectories. This is especially problematic in real-world deployment, where memory, latency, and serving-cost constraints often favor smaller models. Our observations suggest that reasoning compression can be transferred from large models to small ones rather than enforced through explicit length constraints. Based on this insight, we propose Mixed-Policy Distillation (MPD), a reasoning compression framework that transfers concise reasoning behavior from a larger-sized teacher to a smaller student by distilling teacher-compressed student trajectories. Unlike on-policy distillation, which aligns the student with teacher distributions over verbose student trajectories, or off-policy distillation, which relies on teacher-generated trajectories and may suffer from distribution mismatch, MPD combines the strengths of both. Given a student-sampled trajectory, the teacher rewrites it into a more concise reasoning trace, and the student is trained via KL-based alignment on the compressed trajectory. This preserves student-policy exploration while injecting teacher-guided compression. Experiments on Qwen3-1.7B show that MPD reduces token usage by up to 27.1% while improving performance across multiple reasoning benchmarks, demonstrating an effective approach to efficient small-model reasoning.

cs.AI

VideoASMR-Bench: Can AI-Generated ASMR Videos Fool VLMs and Humans?

With AI-generated videos increasingly indistinguishable from reality, current benchmarks primarily focus on broad semantic alignment and basic physical consistency, offering limited discriminative power for evaluating them. To address this, we introduce VideoASMR-Bench, a benchmark based on Autonomous Sensory Meridian Response (ASMR) videos that emphasizes fine-grained audio-visual perception and sensory immersion. This benchmark aims to answer two key questions: (i) Are today's video understanding models (VLMs) sensitive enough to detect AI-generated ASMR videos by recognizing minor visual, physical, or auditory artifacts? (ii) Can today's video generation models (VGMs) produce convincing ASMR videos with immersive experiences? This benchmark comprises a diverse set of 1,500 high-quality real ASMR videos curated from social media, alongside 2,235 synthetic counterparts generated by nine VGMs. Additionally, we open-source an extensible suite of prompts and reference images, enabling the benchmark to scale dynamically with future video models. Moreover, we design an automatic understanding-generation evaluation framework between VGMs and VLMs, where VGMs aim to produce realistic fake videos to fool the VLMs, while the VLMs seek to detect them, forming an adversarial game between the two parties. Our evaluation on VideoASMR-Bench reveals that even state-of-the-art VLMs, such as Gemini-3-Pro, fail to reliably detect AI-generated ASMR videos. Meanwhile, current frontier video generation models can produce ASMR videos that are difficult for VLMs to distinguish from real ones, while humans can still identify them relatively easily.

cs.CV

GameWorld: Towards Standardized and Verifiable Evaluation of Multimodal Game Agents

Towards an embodied generalist for real-world interaction, Multimodal Large Language Model (MLLM) agents still suffer from challenging latency, sparse feedback, and irreversible mistakes. Video games offer an ideal testbed with rich visual observations and closed-loop interaction, demanding fine-grained perception, long-horizon planning, and precise control. However, systematically evaluating these capabilities is currently hindered by heterogeneous action interfaces and heuristic verification. To this end, we introduce GameWorld, a benchmark designed for standardized and verifiable evaluation of MLLMs as generalist game agents in browser environments. Two game agent interfaces are studied: (i) computer-use agents that directly emit keyboard and mouse controls, and (ii) generalist multimodal agents that act in a semantic action space via deterministic Semantic Action Parsing. GameWorld contains 34 diverse games and 170 tasks, each paired with state-verifiable metrics for outcome-based evaluation. The results across 18 model-interface pairs suggest that even the best performing agent is far from achieving human capabilities on video games. Extensive experiments of repeated full-benchmark reruns demonstrate the robustness of the benchmark, while further studies on real-time interaction, context-memory sensitivity, and action validity expose more challenges ahead for game agents. Together, by offering a standardized, verifiable, and reproducible evaluation framework, GameWorld lays a robust foundation for advancing research on multimodal game agents and beyond. The project page is at https://gameworld-bench.github.io.

cs.CV