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Qin Jin

Publications and source records attributed to Qin Jin.

At least 19 recordsLinked to original sources

A Survey of Large Models in Sports

Sports have witnessed growing global enthusiasm in recent years, serving as a vital force for physical health, cultural exchange, social connection, and economic growth. The rapid advancement of large models, particularly (multimodal) large language models (M)LLMs, has demonstrated transformative potential to reshape sports understanding, analysis, and interaction across diverse domains. This paper presents a comprehensive survey of large models in sports, including (i) an overview of tasks and applications across different participant groups; (ii) a detailed analysis of sports-related datasets and benchmarks; and (iii) a critical discussion of current challenges and future directions. Our goal is to establish a foundation for advancing research and practical development of large-model-driven sports intelligence. An open-source GitHub repository is maintained at: https://github.com/Road2Redemption/Awesome_Large_Models_In_Sports1.

cs.CL

Ego2Robot: Scalable Robot Data Synthesis from Egocentric Human Data

Learning generalizable robot manipulation policies requires large-scale and diverse demonstration data. Egocentric human manipulation videos offer rich scene and task diversity, and prior work has shown that retargeting and rendering such videos into robot-format data can yield effective per-task policies at small scale. However, whether this approach can provide pretraining benefits for vision-language-action models at scale remains unexplored. We present \textbf{Ego2Robot}, a scalable pipeline that converts egocentric human manipulation videos into robot training data through action retargeting, robot-arm visual synthesis, and multi-level quality curation. Ego2Robot supports both curated datasets and in-the-wild videos, producing 18,561 hours of robot training data spanning 15 robot morphologies, making it the largest ego-to-robot dataset to date. To evaluate generalization, we extend RoboTwin2.0 with disentangled perturbation axes covering visual appearance, scene layout, embodiment morphology, and task semantics. Experiments show that joint pretraining on Ego2Robot-synthesized and robot data consistently improves out-of-distribution generalization across multiple perturbation types, with benefits validated on real-robot deployment. Project page: https://www-ye.github.io/ego2robot_blog/

cs.RO

MMGenre: Benchmarking Singing Voice Synthesis across Multiple Musical Genres

Singing voice synthesis (SVS) has progressed rapidly, yet its ability to generalize across diverse musical genres remains underexplored. Existing benchmarks are heavily biased toward pop music, limiting systematic analysis of genre-dependent behavior. We introduce MMGenre, a benchmark for multi-genre SVS diagnosis, supported by an automatic pipeline for constructing genre-aligned music scores. MMGenre spans 10 major genres and 26 subgenres, enabling comprehensive analysis of genre-aware synthesis. Extensive evaluation of representative SVS models reveals limited genre discrimination: synthesized vocals across genres exhibit highly similar acoustic characteristics and weak separability. While zero-shot genre adaptation yields only marginal improvements, lightweight genre-specific continued training leads to substantial gains. MMGenre provides a standardized framework for multi-genre SVS evaluation and exposes critical challenges in achieving genre-aware singing voice synthesis.

cs.SD

HRIBench: Benchmarking Interaction-Centric Human-Robot Collaboration

Current vision-language-action (VLA) benchmarks primarily evaluate isolated manipulation skills while leaving human-robot interaction structure largely unmodeled. However, real-world collaboration fundamentally requires coordination under shared agency, including intent understanding, temporal synchronization, protocol adherence, and safe interaction in dynamic environments. To address this gap, we introduce HRIBench, a diagnostic benchmark for intent-aware human-robot collaboration based on executable interaction scenarios. HRIBench represents collaborative tasks as structured scenario scripts that explicitly model agent roles, temporal dependencies, coordination constraints, and human behavior distributions. Building on this abstraction, HRIBench defines three representative interaction roles: Instructor, Collaborator, and Intruder, covering intent communication, joint coordination, and robustness under human intervention. The benchmark contains 13 role-conditioned tasks with over 650 evaluation episodes generated from diverse interaction trajectories and scene variations. Beyond binary task success, HRIBench introduces interpretable interaction-centric metrics spanning synchronization, responsiveness, protocol compliance, and safety. We evaluate adapted policies based on GR00T, pi0.5, and ACT under a unified protocol. Results show that current foundation robot policies struggle substantially in collaborative settings despite strong manipulation ability, revealing major limitations in temporal coordination and intent-aware behavior. Fine-tuning on HRIBench consistently improves collaborative performance. In a real-world adaptation study, simulation data generated by HRIBench improves GR00T N1.5's physical-task success rate from 0.10 to 0.43, demonstrating the benchmark's value for advancing interaction-centric robot learning.

cs.RO

GASE: Gaussian Splatting-Based Automated System for Reconstructing Embodied-Simulation Environments

Training embodied agents in the real world requires skilled operators and expensive hardware. Simulation environments offer a compelling alternative by enabling large-scale, cost-effective data augmentation. Consequently, rapidly constructing high-fidelity simulation scenes with a minimal sim-to-real gap has become a critical objective in robot learning. While reconstruction-based methods provide superior visual quality, current workflows are hindered by inefficient data acquisition and subpar foreground object extraction. We thus propose GASE, a highly automated system for simulation scene construction. GASE leverages multi-view video streams from panoramic camera arrays to enable rapid environment scanning. To ensure high-quality asset generation, our pipeline introduces a camera-pose-based strategy that robustly extracts objects across frames in the 2D domain, followed by high-fidelity scene inpainting. Foreground objects and the static background are then reconstructed independently and seamlessly imported into physics simulators for policy training. Extensive experiments demonstrate that GASE outperforms existing 3D Gaussian-based methods in segmentation accuracy by over 10\% while achieving state-of-the-art inpainting quality. Furthermore, real-robot deployments across manipulation and navigation tasks maintains a performance gap of less than 10\% compared to policies trained purely on real-world data. These results confirm that GASE provides an efficient and highly effective solution for bridging the sim-to-real gap. Code will be released.

cs.RO

StoryLens: Preference-Aligned Story Rewriting via Context-Aware Narrative Enrichment

Story rewriting aims to adapt existing narratives to diverse reader preferences while preserving plot consistency and narrative coherence. Unlike conventional work on style transfer, we argue that effective story rewriting demands context-aware narrative enrichment beyond surface-level stylistic adaptation. Our pilot human study shows that style adaptation alone provides only marginal gains in reader satisfaction (2.3%), while context-enhanced rewriting substantially improves user preference alignment (24.5%). Motivated by this, we introduce STORYLENSBENCH, a large-scale benchmark for preference-aligned story rewriting, comprising structured story books, multi-dimensional reader preference profiles, and ranked context-aware rewritten stories. Building on this benchmark, we propose STORYLENSEVAL, a reward model for estimating reader satisfaction over rewritten stories, and STORYLENSWRITER, a two-stage rewriting model combining supervised fine-tuning with GRPO-based reinforcement learning. We further establish a comprehensive evaluation framework covering fidelity, coherence, and reader satisfaction. Experimental results demonstrate that STORYLENSWRITER consistently outperforms strong generation and personalization baselines, highlighting the importance of context-aware narrative enrichment for personalized story rewriting.

cs.CL

StreamPro: From Reactive Perception to Proactive Decision-Making in Streaming Video

Proactive streaming video understanding requires models to continuously process video streams and decide when to respond, rather than merely what to respond. This naturally introduces a decision-making problem under partial observations, where models must balance early prediction against sufficient evidence. However, existing benchmarks largely follow a "see-then-answer" paradigm, where responses are triggered only after explicit evidence appears, effectively reducing proactive reasoning to delayed perception. As a result, they fail to evaluate a model's ability to make timely and reliable decisions under incomplete observations. Moreover, training proactive models is inherently challenging due to the extreme imbalance between silence and response signals in streaming trajectories, as well as the need to jointly optimize response correctness and timing. To address these challenges, we introduce StreamPro-Bench, a new benchmark that evaluates streaming models from three complementary perspectives: Perception Understanding, Temporal Reasoning, and Proactive Agency, where the last measures a model's ability to make early yet reliable decisions under partial observations. We further propose StreamPro, a two-stage training framework for proactive learning. First, we introduce CB-Stream Loss to mitigate the severe supervision imbalance during supervised fine-tuning (SFT). Then, we apply Group Relative Policy Optimization (GRPO) with a multi-grained reward design that involves both turn-level and trajectory-level rewards. Experiments show that StreamPro significantly improves proactive performance. On StreamPro-Bench, it achieves 41.5, substantially outperforming the previous best (10.4), while also maintaining strong performance on real-time streaming benchmarks, achieving 78.9 on StreamingBench-RTVU.

cs.CV

ComPASS: Towards Personalized Agentic Social Support via Tool-Augmented Companionship

Developing compassionate interactive systems requires agents to not only understand user emotions but also provide diverse, substantive support. While recent works explore empathetic dialogue generation, they remain limited in response form and content, struggling to satisfy diverse needs across users and contexts. To address this, we explore empowering agents with external tools to execute diverse actions. Grounded in the psychological concept of "social support", this paradigm delivers substantive, human-like companionship. Specifically, we first design a dozen user-centric tools simulating various multimedia applications, which can cover different types of social support behaviors in human-agent interaction scenarios. We then construct ComPASS-Bench, the first personalized social support benchmark for LLM-based agents, via multi-step automated synthesis and manual refinement. Based on ComPASS-Bench, we further synthesize tool use records to fine-tune the Qwen3-8B model, yielding a task-specific ComPASS-Qwen. Comprehensive evaluations across two settings reveal that while the evaluated LLMs can generate valid tool-calling requests with high success rates, significant gaps remain in final response quality. Moreover, tool-augmented responses achieve better overall performance than directly producing conversational empathy. Notably, our trained ComPASS-Qwen demonstrates substantial improvements over its base model, achieving comparable performance to several large-scale models. Our code and data are available at https://github.com/hzp3517/ComPASS.

cs.CL

RefereeBench: Are Video MLLMs Ready to be Multi-Sport Referees

While Multimodal Large Language Models (MLLMs) excel at generic video understanding, their ability to support specialized, rule-grounded decision-making remains insufficiently explored. In this paper, we introduce RefereeBench, the first large-scale benchmark for evaluating MLLMs as automatic sports referees. Spanning 11 sports with 925 curated videos and 6,475 QA pairs, RefereeBench evaluates five core officiating abilities: foul existence, foul and penalty classification, foul and penalty reasoning, entity perception, and temporal grounding. The benchmark is fully human-annotated to ensure high-quality annotations grounded in authentic officiating logic and multimodal evidence. Extensive evaluations of state-of-the-art MLLMs show that even the strongest models, such as Doubao-Seed-1.8 and Gemini-3-Pro, achieve only around 60% accuracy, while the strongest open-source model, Qwen3-VL, reaches only 47%. These results indicate that current models remain far from being reliable sports referees. Further analysis shows that while models can often identify incidents and involved entities, they struggle with rule application and temporal grounding, and frequently over-call fouls on normal clips. Our benchmark highlights the need for future MLLMs that better integrate domain knowledge and multimodal understanding, advancing trustworthy AI-assisted officiating and broader multimodal decision-making.

cs.CV

MCSC-Bench: Multimodal Context-to-Script Creation for Realistic Video Production

Real-world video creation often involves a complex reasoning workflow of selecting relevant shots from noisy materials, planning missing shots for narrative completeness, and organizing them into coherent storylines. However, existing benchmarks focus on isolated sub-tasks and lack support for evaluating this full process. To address this gap, we propose Multimodal Context-to-Script Creation (MCSC), a new task that transforms noisy multimodal inputs and user instructions into structured, executable video scripts. We further introduce MCSC-Bench, the first large-scale MCSC dataset, comprising 11K+ well-annotated videos. Each sample includes: (1) redundant multimodal materials and user instructions; (2) a coherent, production-ready script containing material-based shots, newly planned shots (with shooting instructions), and shot-aligned voiceovers. MCSC-Bench supports comprehensive evaluation across material selection, narrative planning, and conditioned script generation, and includes both in-domain and out-of-domain test sets. Experiments show that current multimodal LLMs struggle with structure-aware reasoning under long contexts, highlighting the challenges posed by our benchmark. Models trained on MCSC-Bench achieve SOTA performance, with an 8B model surpassing Gemini-2.5-Pro, and generalize to out-of-domain scenarios. Downstream video generation guided by the generated scripts further validates the practical value of MCSC. Datasets will be public soon.

cs.MM

EgoEsportsQA: An Egocentric Video Benchmark for Perception and Reasoning in Esports

While video large language models (Video-LLMs) excel in understanding slow-paced, real-world egocentric videos, their capabilities in high-velocity, information-dense virtual environments remain under-explored. Existing benchmarks focus on daily activities, yet lack a rigorous testbed for evaluating fast, rule-bound reasoning in virtual scenarios. To fill this gap, we introduce EgoEsportsQA, a pioneering video question-answering (QA) benchmark for grounding perception and reasoning in expert esports knowledge. We curate 1,745 high-quality QA pairs from professional matches across 3 first-person shooter games via a scalable six-stage pipeline. These questions are structured into a two-dimensional decoupled taxonomy: 11 sub-tasks in the cognitive capability dimension (covering perception and reasoning levels) and 6 sub-tasks in the esports knowledge dimension. Comprehensive evaluations of state-of-the-art Video-LLMs reveal that current models still fail to achieve satisfactory performance, with the best model only 71.58%. The results expose notable gaps across both axes: models exhibit stronger capabilities in basic visual perception than in deep tactical reasoning, and they grasp overall macro-progression better than fine-grained micro-operations. Extensive ablation experiments demonstrate the intrinsic weaknesses of current Video-LLM architectures. Further analysis suggests that our dataset not only reveals the connections between real-world and virtual egocentric domains, but also offers guidance for optimizing downstream esports applications, thereby fostering the future advancement of Video-LLMs in various egocentric environments.

cs.CV

EasyMimic: A Low-Cost Framework for Robot Imitation Learning from Human Videos

Robot imitation learning is often hindered by the high cost of collecting large-scale, real-world data. This challenge is especially significant for low-cost robots designed for home use, as they must be both user-friendly and affordable. To address this, we propose the EasyMimic framework, a low-cost and replicable solution that enables robots to quickly learn manipulation policies from human video demonstrations captured with standard RGB cameras. Our method first extracts 3D hand trajectories from the videos. An action alignment module then maps these trajectories to the gripper control space of a low-cost robot. To bridge the human-to-robot domain gap, we introduce a simple and user-friendly hand visual augmentation strategy. We then use a co-training method, fine-tuning a model on both the processed human data and a small amount of robot data, enabling rapid adaptation to new tasks. Experiments on the low-cost LeRobot platform demonstrate that EasyMimic achieves high performance across various manipulation tasks. It significantly reduces the reliance on expensive robot data collection, offering a practical path for bringing intelligent robots into homes. Project website: https://zt375356.github.io/EasyMimic-Project/.

cs.RO

Rethinking Visual-Language-Action Model Scaling: Alignment, Mixture, and Regularization

While Vision-Language-Action (VLA) models show strong promise for generalist robot control, it remains unclear whether -- and under what conditions -- the standard "scale data" recipe translates to robotics, where training data is inherently heterogeneous across embodiments, sensors, and action spaces. We present a systematic, controlled study of VLA scaling that revisits core training choices for pretraining across diverse robots. Using a representative VLA framework that combines a vision-language backbone with flow-matching, we ablate key design decisions under matched conditions and evaluate in extensive simulation and real-robot experiments. To improve the reliability of real-world results, we introduce a Grouped Blind Ensemble protocol that blinds operators to model identity and separates policy execution from outcome judgment, reducing experimenter bias. Our analysis targets three dimensions of VLA scaling. (1) Physical alignment: we show that a unified end-effector (EEF)-relative action representation is critical for robust cross-embodiment transfer. (2) Embodiment mixture: we find that naively pooling heterogeneous robot datasets often induces negative transfer rather than gains, underscoring the fragility of indiscriminate data scaling. (3) Training regularization: we observe that intuitive strategies, such as sensory dropout and multi-stage fine-tuning, do not consistently improve performance at scale. Together, this study challenge some common assumptions about embodied scaling and provide practical guidance for training large-scale VLA policies from diverse robotic data. Project website: https://research.beingbeyond.com/rethink_vla

cs.RO

What Matters in Evaluating Book-Length Stories? A Systematic Study of Long Story Evaluation

In this work, we conduct systematic research in a challenging area: the automatic evaluation of book-length stories (>100K tokens). Our study focuses on two key questions: (1) understanding which evaluation aspects matter most to readers, and (2) exploring effective methods for evaluating lengthy stories. We introduce the first large-scale benchmark, LongStoryEval, comprising 600 newly published books with an average length of 121K tokens (maximum 397K). Each book includes its average rating and multiple reader reviews, presented as critiques organized by evaluation aspects. By analyzing all user-mentioned aspects, we propose an evaluation criteria structure and conduct experiments to identify the most significant aspects among the 8 top-level criteria. For evaluation methods, we compare the effectiveness of three types: aggregation-based, incremental-updated, and summary-based evaluations. Our findings reveal that aggregation- and summary-based evaluations perform better, with the former excelling in detail assessment and the latter offering greater efficiency. Building on these insights, we further propose NovelCritique, an 8B model that leverages the efficient summary-based framework to review and score stories across specified aspects. NovelCritique outperforms commercial models like GPT-4o in aligning with human evaluations. Our datasets and codes are available at https://github.com/DingyiYang/LongStoryEval.

cs.CL

Transport Discrepancy as a Reliability Signal for Vision-Language-Action Models

Vision-language-action (VLA) models that generate continuous action chunks via flow matching lack an internal signal for judging whether a given prediction is reliable. Distribution shift and long-horizon rollouts can push backbone representations away from the region the action head decodes reliably, yet the policy has no mechanism to detect or react to this drift. We observe that the cost of transporting observation features to the action representation in a shared feature space rises precisely when such drift occurs, providing a per-step reliability estimate without extra supervision. Building on this observation, we propose DiG (Discrepancy Gate), a lightweight plug-in module for flow-matching VLA policies. DiG computes a sliced Wasserstein transport cost between backbone features and the action expert's own input projection, maps it through an exponential gate, and uses the gate to modulate both a residual feature refinement and the training loss. At inference time, the gate enables DiG-Refinefine, an iterative refinement process that corrects action chunks before execution. Experiments on both simulation and real-world scenarios show that DiG consistently improves success rates, with the largest gains under distribution shift and on long-horizon tasks.

cs.RO

EmoDiffTalk:Emotion-aware Diffusion for Editable 3D Gaussian Talking Head

Recent photo-realistic 3D talking head via 3D Gaussian Splatting still has significant shortcoming in emotional expression manipulation, especially for fine-grained and expansive dynamics emotional editing using multi-modal control. This paper introduces a new editable 3D Gaussian talking head, i.e. EmoDiffTalk. Our key idea is a novel Emotion-aware Gaussian Diffusion, which includes an action unit (AU) prompt Gaussian diffusion process for fine-grained facial animator, and moreover an accurate text-to-AU emotion controller to provide accurate and expansive dynamic emotional editing using text input. Experiments on public EmoTalk3D and RenderMe-360 datasets demonstrate superior emotional subtlety, lip-sync fidelity, and controllability of our EmoDiffTalk over previous works, establishing a principled pathway toward high-quality, diffusion-driven, multimodal editable 3D talking-head synthesis. To our best knowledge, our EmoDiffTalk is one of the first few 3D Gaussian Splatting talking-head generation framework, especially supporting continuous, multimodal emotional editing within the AU-based expression space.

cs.CV

TimeViper: A Hybrid Mamba-Transformer Vision-Language Model for Efficient Long Video Understanding

We introduce TimeViper, a hybrid vision-language model designed to tackle challenges of long video understanding. Processing long videos demands both an efficient model architecture and an effective mechanism for handling extended temporal contexts. To this end, TimeViper adopts a hybrid Mamba-Transformer backbone that combines the efficiency of state-space models with the expressivity of attention mechanisms. Through this hybrid design, we reveal the vision-to-text information aggregation phenomenon, where information progressively flows from vision tokens to text tokens across increasing LLM depth, resulting in severe vision token redundancy. Motivated by this observation, we propose TransV, a token information transfer module that transfers and compresses vision tokens into instruction tokens while maintaining multimodal understanding capabilities. This design enables TimeViper to process hour-long videos exceeding 10,000 frames. Extensive experiments across multiple benchmarks demonstrate that TimeViper competes with state-of-the-art models while extending frame numbers. We further analyze attention behaviors of both Mamba and Transformer layers, offering new insights into hybrid model interpretability. This work represents an initial step towards developing, interpreting, and compressing hybrid Mamba-Transformer architectures.

cs.CV

ChartEditor: A Reinforcement Learning Framework for Robust Chart Editing

Chart editing reduces manual effort in visualization design. Typical benchmarks limited in data diversity and assume access to complete chart code, which is seldom in real-world scenarios. To address this gap, we present ChartEditVista, a comprehensive benchmark consisting of 7,964 samples spanning 31 chart categories. It encompasses diverse editing instructions and covers nearly all editable chart elements. The inputs in ChartEditVista include only the original chart image and natural language editing instructions, without the original chart codes. ChartEditVista is generated through a fully automated pipeline that produces, edits, and verifies charts, ensuring high-quality chart editing data. Besides, we introduce two novel fine-grained, rule-based evaluation metrics: the layout metric, which evaluates the position, size and color of graphical components; and the text metric, which jointly assesses textual content and font styling. Building on top of ChartEditVista, we present ChartEditor, a model trained using a reinforcement learning framework that incorporates a novel rendering reward to simultaneously enforce code executability and visual fidelity. Through extensive experiments and human evaluations, we demonstrate that ChartEditVista provides a robust evaluation, while ChartEditor consistently outperforms models with similar-scale and larger-scale on chart editing tasks.

cs.MM