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Mohsen Moghaddam

Publications and source records attributed to Mohsen Moghaddam.

13 recordsLinked to original sources

DYAD: A Multimodal Dataset of Co-Located Human Assistance

An embodied assistant working beside a person must track task state, recognize help seeking, choose how to intervene, and produce an appropriate response. Existing procedural datasets richly describe individual execution, while interactive datasets capture remote verbal instruction or undifferentiated co-working. They do not jointly link a co-located helper's verbal and physical interventions to performer requests, task state, assistance triggers, and outcomes. We introduce DYAD (DYadic Assistance Dataset), a synchronized multimodal record of human-human assistance during gearbox assembly. Across 20 sessions, one trained helper follows a guidance-first policy while assisting HoloLens 2 wearers. DYAD links 528 task-step intervals and 611 performer requests with 851 valid assistance records spanning verbal and physical help. DYAD's annotations span the assistance process; three reference tasks evaluate selected components rather than an end-to-end system: causal step understanding, pre-onset mode anticipation, and instructor response generation. On 829 eligible mode events, the strongest four-seed RGB mean is 0.548 +/- 0.007 macro-F1; causal metadata reaches 0.624 and a privileged trigger mapping 0.915, revealing information not recovered from pre-onset RGB. DYAD's contribution is not scale, but a linked interaction structure spanning help seeking, intervention choice, execution, and outcome under egocentric and workspace sensing.

cs.RO

AHEAD: Anticipatory Hand-Driven Teleoperation via Human Intent Prediction

Direct hand-driven teleoperation maps an operator's hand motion to robot end-effector commands at every frame, enabling precise control, but it requires constant monitoring and correction during approach, grasp, and placement, which can be slow and fatiguing. For repetitive pick-and-place tasks, supervisory (goal-based) teleoperation simplifies this process: the operator specifies goals/waypoints, and the robot executes the motion using planning algorithms. Yet, this introduces latency, as the robot must wait for the next command before it can plan and act. "How can we reduce robot reaction time while lowering operator workload?" To tackle this question, we present AHEAD, a real-time VR teleoperation system that anticipates operator intent to enable proactive, hand-driven control. In a digital twin, the operator performs pick-and-place naturally, using hand motion to convey high-level commands rather than a continuous robot trajectory. AHEAD processes a short window of 3D hand and head signals together with scene context through an attention-based classifier to predict the intended grasp object and placement slot. A state machine converts intent predictions into stable robot goals, enabling early motion while remaining stable under noisy predictions and corrective hand movements. AHEAD's intent prediction module achieves Top1 accuracy: 76% for grasp objects and 76% for target slots. Moreover, our user study shows AHEAD reduces robot reaction latency by 0.6 s (object) and 1.4 s (slot) relative to baselines. Participants also reported lower operator load, indicating faster robot responses while maintaining low operator effort in practice.

cs.RO

OnPoint: Offline-to-Online Multi-Level Distillation for Point-Supervised Online Temporal Action Localization

Temporal Action Localization (TAL) typically relies on segment annotations or offline access to full videos, limiting scalability and online use. We introduce Point-Supervised Online TAL (POTAL), which localizes actions in streaming videos using only one temporal point per instance. To solve POTAL, we propose OnPoint, an offline-to-online multi-level distillation framework that transfers knowledge from a point-supervised offline teacher to an online student via (i) pseudo-segment instance distillation, (ii) class-activation sequence distillation, and (iii) anticipatory window-level distillation. We further improve robustness by incorporating the original point labels into student training and by refining anchor decoding with actionness-guided attention calibration. Experiments on five datasets show OnPoint consistently outperforms strong baselines, establishing a solid foundation for POTAL.

cs.CV

Teaching LLMs to See and Guide: Context-Aware Real-Time Assistance in Augmented Reality

The growing adoption of augmented and virtual reality (AR and VR) technologies in industrial training and on-the-job assistance has created new opportunities for intelligent, context-aware support systems. As workers perform complex tasks guided by AR and VR, these devices capture rich streams of multimodal data, including gaze, hand actions, and task progression, that can reveal user intent and task state in real time. Leveraging this information effectively remains a major challenge. In this work, we present a context-aware large language model (LLM) assistant that integrates diverse data modalities, such as hand actions, task steps, and dialogue history, into a unified framework for real-time question answering. To systematically study how context influences performance, we introduce an incremental prompting framework, where each model version receives progressively richer contextual inputs. Using the HoloAssist dataset, which records AR-guided task executions, we evaluate how each modality contributes to the assistant's effectiveness. Our experiments show that incorporating multimodal context significantly improves the accuracy and relevance of responses. These findings highlight the potential of LLM-driven multimodal integration to enable adaptive, intuitive assistance for AR and VR-based industrial training and assistance.

cs.HC

psiUnity: A Platform for Multimodal Data-Driven XR

Extended reality (XR) research increasingly relies on the ability to stream and synchronize multimodal data between headsets and immersive applications for data-driven interaction and experimentation. However, developers face a critical gap: the Platform for Situated Intelligence (psi), which excels at deterministic temporal alignment and multimodal data management, has been largely inaccessible to the dominant Unity/MRTK ecosystem used for HoloLens development. We introduce psiUnity, an open-source C# integration that bridges psi's .NET libraries with Unity 2022.3 and MRTK3 for HoloLens 2. psiUnity enables bidirectional, real-time streaming of head pose, hand tracking, gaze, IMU, audio, and depth sensor data (AHAT and long-throw) with microsecond-level temporal precision, allowing Unity applications to both consume and produce synchronized multimodal data streams. By embedding psi's native serialization, logging, and temporal coordination directly within Unity's architecture, psiUnity extends psi beyond its previous StereoKit limitations and empowers the HRI, HCI, and embodied-AI communities to develop reproducible, data-driven XR interactions and experiments within the familiar Unity environment. The integration is available at https://github.com/sailgt/psiUnity.

cs.HC

REEF: Relevance-Aware and Efficient LLM Adapter for Video Understanding

Integrating vision models into large language models (LLMs) has sparked significant interest in creating vision-language foundation models, especially for video understanding. Recent methods often utilize memory banks to handle untrimmed videos for video-level understanding. However, they typically compress visual memory using similarity-based greedy approaches, which can overlook the contextual importance of individual tokens. To address this, we introduce an efficient LLM adapter designed for video-level understanding of untrimmed videos that prioritizes the contextual relevance of spatio-temporal tokens. Our framework leverages scorer networks to selectively compress the visual memory bank and filter spatial tokens based on relevance, using a differentiable Top-K operator for end-to-end training. Across three key video-level understanding tasks$\unicode{x2013}$ untrimmed video classification, video question answering, and video captioning$\unicode{x2013}$our method achieves competitive or superior results on four large-scale datasets while reducing computational overhead by up to 34%. The code will be available soon on GitHub.

cs.CV

Exploring Eye Tracking to Detect Cognitive Load in Complex Virtual Reality Training

Virtual Reality (VR) has been a beneficial training tool in fields such as advanced manufacturing. However, users may experience a high cognitive load due to various factors, such as the use of VR hardware or tasks within the VR environment. Studies have shown that eye-tracking has the potential to detect cognitive load, but in the context of VR and complex spatiotemporal tasks (e.g., assembly and disassembly), it remains relatively unexplored. Here, we present an ongoing study to detect users' cognitive load using an eye-tracking-based machine learning approach. We developed a VR training system for cold spray and tested it with 22 participants, obtaining 19 valid eye-tracking datasets and NASA-TLX scores. We applied Multi-Layer Perceptron (MLP) and Random Forest (RF) models to compare the accuracy of predicting cognitive load (i.e., NASA-TLX) using pupil dilation and fixation duration. Our preliminary analysis demonstrates the feasibility of using eye tracking to detect cognitive load in complex spatiotemporal VR experiences and motivates further exploration.

cs.HC

Exploring Dimensions of Expertise in AR-Guided Psychomotor Tasks

This study aimed to explore how novices and experts differ in performing complex psychomotor tasks guided by augmented reality (AR), focusing on decision-making and technical proficiency. Participants were divided into novice and expert groups based on a pre-questionnaire assessing their technical skills and theoretical knowledge of precision inspection. Participants completed a post-study questionnaire that evaluated cognitive load (NASA-TLX), self-efficacy, and experience with the HoloLens 2 and AR app, along with general feedback. We used multimodal data from AR devices and wearables, including hand tracking, galvanic skin response, and gaze tracking, to measure key performance metrics. We found that experts significantly outperformed novices in decision-making speed, efficiency, accuracy, and dexterity in the execution of technical tasks. Novices exhibited a positive correlation between perceived performance in the NASA-TLX and the GSR amplitude, indicating that higher perceived performance is associated with increased physiological stress responses. This study provides a foundation for designing multidimensional expertise estimation models to enable personalized industrial AR training systems.

cs.HC

HAT: History-Augmented Anchor Transformer for Online Temporal Action Localization

Online video understanding often relies on individual frames, leading to frame-by-frame predictions. Recent advancements such as Online Temporal Action Localization (OnTAL), extend this approach to instance-level predictions. However, existing methods mainly focus on short-term context, neglecting historical information. To address this, we introduce the History-Augmented Anchor Transformer (HAT) Framework for OnTAL. By integrating historical context, our framework enhances the synergy between long-term and short-term information, improving the quality of anchor features crucial for classification and localization. We evaluate our model on both procedural egocentric (PREGO) datasets (EGTEA and EPIC) and standard non-PREGO OnTAL datasets (THUMOS and MUSES). Results show that our model outperforms state-of-the-art approaches significantly on PREGO datasets and achieves comparable or slightly superior performance on non-PREGO datasets, underscoring the importance of leveraging long-term history, especially in procedural and egocentric action scenarios. Code is available at: https://github.com/sakibreza/ECCV24-HAT/

cs.CV

Enhancing Transformer Backbone for Egocentric Video Action Segmentation

Egocentric temporal action segmentation in videos is a crucial task in computer vision with applications in various fields such as mixed reality, human behavior analysis, and robotics. Although recent research has utilized advanced visual-language frameworks, transformers remain the backbone of action segmentation models. Therefore, it is necessary to improve transformers to enhance the robustness of action segmentation models. In this work, we propose two novel ideas to enhance the state-of-the-art transformer for action segmentation. First, we introduce a dual dilated attention mechanism to adaptively capture hierarchical representations in both local-to-global and global-to-local contexts. Second, we incorporate cross-connections between the encoder and decoder blocks to prevent the loss of local context by the decoder. We also utilize state-of-the-art visual-language representation learning techniques to extract richer and more compact features for our transformer. Our proposed approach outperforms other state-of-the-art methods on the Georgia Tech Egocentric Activities (GTEA) and HOI4D Office Tools datasets, and we validate our introduced components with ablation studies. The source code and supplementary materials are publicly available on https://www.sail-nu.com/dxformer.

cs.CV

Augmenting Learning with Augmented Reality: Exploring the Affordances of AR in Supporting Mastery of Complex Psychomotor Tasks

This research seeks to explore how Augmented Reality (AR) can support learning psychomotor tasks that involve complex manipulation and reasoning processes. The AR prototype was created using Unity and used on HoloLens 2 headsets. Here, we explore the potential of AR as a training or assistive tool for spatial tasks and the need for intelligent mechanisms to enable adaptive and personalized interactions between learners and AR. The paper discusses how integrating AR with Artificial Intelligence (AI) can adaptably scaffold the learning of complex tasks to accelerate the development of expertise in psychomotor domains.

cs.HC

Adaptable Automation with Modular Deep Reinforcement Learning and Policy Transfer

Recent advances in deep Reinforcement Learning (RL) have created unprecedented opportunities for intelligent automation, where a machine can autonomously learn an optimal policy for performing a given task. However, current deep RL algorithms predominantly specialize in a narrow range of tasks, are sample inefficient, and lack sufficient stability, which in turn hinder their industrial adoption. This article tackles this limitation by developing and testing a Hyper-Actor Soft Actor-Critic (HASAC) RL framework based on the notions of task modularization and transfer learning. The goal of the proposed HASAC is to enhance the adaptability of an agent to new tasks by transferring the learned policies of former tasks to the new task via a "hyper-actor". The HASAC framework is tested on a new virtual robotic manipulation benchmark, Meta-World. Numerical experiments show superior performance by HASAC over state-of-the-art deep RL algorithms in terms of reward value, success rate, and task completion time.

cs.LG

Garment Design with Generative Adversarial Networks

The designers' tendency to adhere to a specific mental set and heavy emotional investment in their initial ideas often hinder their ability to innovate during the design thinking and ideation process. In the fashion industry, in particular, the growing diversity of customers' needs, the intense global competition, and the shrinking time-to-market (a.k.a., "fast fashion") further exacerbate this challenge for designers. Recent advances in deep generative models have created new possibilities to overcome the cognitive obstacles of designers through automated generation and/or editing of design concepts. This paper explores the capabilities of generative adversarial networks (GAN) for automated attribute-level editing of design concepts. Specifically, attribute GAN (AttGAN)---a generative model proven successful for attribute editing of human faces---is utilized for automated editing of the visual attributes of garments and tested on a large fashion dataset. The experiments support the hypothesized potentials of GAN for attribute-level editing of design concepts, and underscore several key limitations and research questions to be addressed in future work.

cs.CV