SearcharxivSearch

arXiv subjects

Shikhar Sharma

Publications and source records attributed to Shikhar Sharma.

16 recordsLinked to original sources

Toward Intelligent Scene Augmentation for Context-Aware Object Placement and Sponsor-Logo Integration

Intelligent image editing increasingly relies on advances in computer vision, multimodal reasoning, and generative modeling. While vision-language models (VLMs) and diffusion models enable guided visual manipulation, existing work rarely ensures that inserted objects are \emph{contextually appropriate}. We introduce two new tasks for advertising and digital media: (1) \emph{context-aware object insertion}, which requires predicting suitable object categories, generating them, and placing them plausibly within the scene; and (2) \emph{sponsor-product logo augmentation}, which involves detecting products and inserting correct brand logos, even when items are unbranded or incorrectly branded. To support these tasks, we build two new datasets with category annotations, placement regions, and sponsor-product labels.

cs.CV

TAMIGO: Empowering Teaching Assistants using LLM-assisted viva and code assessment in an Advanced Computing Class

Large Language Models (LLMs) have significantly transformed the educational landscape, offering new tools for students, instructors, and teaching assistants. This paper investigates the application of LLMs in assisting teaching assistants (TAs) with viva and code assessments in an advanced computing class on distributed systems in an Indian University. We develop TAMIGO, an LLM-based system for TAs to evaluate programming assignments. For viva assessment, the TAs generated questions using TAMIGO and circulated these questions to the students for answering. The TAs then used TAMIGO to generate feedback on student answers. For code assessment, the TAs selected specific code blocks from student code submissions and fed it to TAMIGO to generate feedback for these code blocks. The TAMIGO-generated feedback for student answers and code blocks was used by the TAs for further evaluation. We evaluate the quality of LLM-generated viva questions, model answers, feedback on viva answers, and feedback on student code submissions. Our results indicate that LLMs are highly effective at generating viva questions when provided with sufficient context and background information. However, the results for LLM-generated feedback on viva answers were mixed; instances of hallucination occasionally reduced the accuracy of feedback. Despite this, the feedback was consistent, constructive, comprehensive, balanced, and did not overwhelm the TAs. Similarly, for code submissions, the LLM-generated feedback was constructive, comprehensive and balanced, though there was room for improvement in aligning the feedback with the instructor-provided rubric for code evaluation. Our findings contribute to understanding the benefits and limitations of integrating LLMs into educational settings.

cs.HC

Comuniqa : Exploring Large Language Models for improving speaking skills

In this paper, we investigate the potential of Large Language Models (LLMs) to improve English speaking skills. This is particularly relevant in countries like India, where English is crucial for academic, professional, and personal communication but remains a non-native language for many. Traditional methods for enhancing speaking skills often rely on human experts, which can be limited in terms of scalability, accessibility, and affordability. Recent advancements in Artificial Intelligence (AI) offer promising solutions to overcome these limitations. We propose Comuniqa, a novel LLM-based system designed to enhance English speaking skills. We adopt a human-centric evaluation approach, comparing Comuniqa with the feedback and instructions provided by human experts. In our evaluation, we divide the participants in three groups: those who use LLM-based system for improving speaking skills, those guided by human experts for the same task and those who utilize both the LLM-based system as well as the human experts. Using surveys, interviews, and actual study sessions, we provide a detailed perspective on the effectiveness of different learning modalities. Our preliminary findings suggest that while LLM-based systems have commendable accuracy, they lack human-level cognitive capabilities, both in terms of accuracy and empathy. Nevertheless, Comuniqa represents a significant step towards achieving Sustainable Development Goal 4: Quality Education by providing a valuable learning tool for individuals who may not have access to human experts for improving their speaking skills.

cs.HC

Towards Effective Resource Procurement in MEC: a Resource Re-selling Framework

On-demand and resource reservation pricing models have been widely used in cloud computing, catering to different user requirements. Nevertheless, in Multi-Access Edge Computing (MEC), as the edge has limited resources compared to the cloud, on-demand users may not get their jobs served on time, or at all, if too many resources were reserved by reservation plan users. Concurrently, reservation plan users may possess excess un-utilized quota. To optimize this resource mismatch scenario, we propose a Sharing Quota Model (SQM) where reservation plan users can re-sell unused resource quota to on-demand users, with the mobile network operator (MNO) taking a commission. To analyze the user's aggregate behavior at equilibrium and investigate the MNO's incentive of allowing re-selling, we formulate a 3-stage non-cooperative Stackelberg Game. Solving this game, we characterize the optimal strategies of buyers and re-sellers. We show that on aggregate, users' optimal strategies give rise to 4 disjoint regions, dependent on the MNO's prices and supply levels. Based on this, we characterise the MNO's optimal prices for on-demand users. Numerical results show that having both the sharing and on-demand pool gives the MNO an optimal revenue when the on-demand pool's supply is low, and when the MNO's commission is low.

cs.NI

FIRE: A Failure-Adaptive Reinforcement Learning Framework for Edge Computing Migrations

In edge computing, users' service profiles are migrated due to user mobility. Reinforcement learning (RL) frameworks have been proposed to do so, often trained on simulated data. However, existing RL frameworks overlook occasional server failures, which although rare, impact latency-sensitive applications like autonomous driving and real-time obstacle detection. Nevertheless, these failures (rare events), being not adequately represented in historical training data, pose a challenge for data-driven RL algorithms. As it is impractical to adjust failure frequency in real-world applications for training, we introduce FIRE, a framework that adapts to rare events by training a RL policy in an edge computing digital twin environment. We propose ImRE, an importance sampling-based Q-learning algorithm, which samples rare events proportionally to their impact on the value function. FIRE considers delay, migration, failure, and backup placement costs across individual and shared service profiles. We prove ImRE's boundedness and convergence to optimality. Next, we introduce novel deep Q-learning (ImDQL) and actor critic (ImACRE) versions of our algorithm to enhance scalability. We extend our framework to accommodate users with varying risk tolerances. Through trace driven experiments, we show that FIRE reduces costs compared to vanilla RL and the greedy baseline in the event of failures.

cs.NI

MS-nowcasting: Operational Precipitation Nowcasting with Convolutional LSTMs at Microsoft Weather

We present the encoder-forecaster convolutional long short-term memory (LSTM) deep-learning model that powers Microsoft Weather's operational precipitation nowcasting product. This model takes as input a sequence of weather radar mosaics and deterministically predicts future radar reflectivity at lead times up to 6 hours. By stacking a large input receptive field along the feature dimension and conditioning the model's forecaster with predictions from the physics-based High Resolution Rapid Refresh (HRRR) model, we are able to outperform optical flow and HRRR baselines by 20-25% on multiple metrics averaged over all lead times.

cs.LG

Object-Centric Image Generation from Layouts

Despite recent impressive results on single-object and single-domain image generation, the generation of complex scenes with multiple objects remains challenging. In this paper, we start with the idea that a model must be able to understand individual objects and relationships between objects in order to generate complex scenes well. Our layout-to-image-generation method, which we call Object-Centric Generative Adversarial Network (or OC-GAN), relies on a novel Scene-Graph Similarity Module (SGSM). The SGSM learns representations of the spatial relationships between objects in the scene, which lead to our model's improved layout-fidelity. We also propose changes to the conditioning mechanism of the generator that enhance its object instance-awareness. Apart from improving image quality, our contributions mitigate two failure modes in previous approaches: (1) spurious objects being generated without corresponding bounding boxes in the layout, and (2) overlapping bounding boxes in the layout leading to merged objects in images. Extensive quantitative evaluation and ablation studies demonstrate the impact of our contributions, with our model outperforming previous state-of-the-art approaches on both the COCO-Stuff and Visual Genome datasets. Finally, we address an important limitation of evaluation metrics used in previous works by introducing SceneFID -- an object-centric adaptation of the popular Fr{é}chet Inception Distance metric, that is better suited for multi-object images.

cs.CV

Tell, Draw, and Repeat: Generating and Modifying Images Based on Continual Linguistic Instruction

Conditional text-to-image generation is an active area of research, with many possible applications. Existing research has primarily focused on generating a single image from available conditioning information in one step. One practical extension beyond one-step generation is a system that generates an image iteratively, conditioned on ongoing linguistic input or feedback. This is significantly more challenging than one-step generation tasks, as such a system must understand the contents of its generated images with respect to the feedback history, the current feedback, as well as the interactions among concepts present in the feedback history. In this work, we present a recurrent image generation model which takes into account both the generated output up to the current step as well as all past instructions for generation. We show that our model is able to generate the background, add new objects, and apply simple transformations to existing objects. We believe our approach is an important step toward interactive generation. Code and data is available at: https://www.microsoft.com/en-us/research/project/generative-neural-visual-artist-geneva/ .

cs.CV

From FiLM to Video: Multi-turn Question Answering with Multi-modal Context

Understanding audio-visual content and the ability to have an informative conversation about it have both been challenging areas for intelligent systems. The Audio Visual Scene-aware Dialog (AVSD) challenge, organized as a track of the Dialog System Technology Challenge 7 (DSTC7), proposes a combined task, where a system has to answer questions pertaining to a video given a dialogue with previous question-answer pairs and the video itself. We propose for this task a hierarchical encoder-decoder model which computes a multi-modal embedding of the dialogue context. It first embeds the dialogue history using two LSTMs. We extract video and audio frames at regular intervals and compute semantic features using pre-trained I3D and VGGish models, respectively. Before summarizing both modalities into fixed-length vectors using LSTMs, we use FiLM blocks to condition them on the embeddings of the current question, which allows us to reduce the dimensionality considerably. Finally, we use an LSTM decoder that we train with scheduled sampling and evaluate using beam search. Compared to the modality-fusing baseline model released by the AVSD challenge organizers, our model achieves a relative improvements of more than 16%, scoring 0.36 BLEU-4 and more than 33%, scoring 0.997 CIDEr.

cs.CL

ChatPainter: Improving Text to Image Generation using Dialogue

Synthesizing realistic images from text descriptions on a dataset like Microsoft Common Objects in Context (MS COCO), where each image can contain several objects, is a challenging task. Prior work has used text captions to generate images. However, captions might not be informative enough to capture the entire image and insufficient for the model to be able to understand which objects in the images correspond to which words in the captions. We show that adding a dialogue that further describes the scene leads to significant improvement in the inception score and in the quality of generated images on the MS COCO dataset.

cs.CV

Relevance of Unsupervised Metrics in Task-Oriented Dialogue for Evaluating Natural Language Generation

Automated metrics such as BLEU are widely used in the machine translation literature. They have also been used recently in the dialogue community for evaluating dialogue response generation. However, previous work in dialogue response generation has shown that these metrics do not correlate strongly with human judgment in the non task-oriented dialogue setting. Task-oriented dialogue responses are expressed on narrower domains and exhibit lower diversity. It is thus reasonable to think that these automated metrics would correlate well with human judgment in the task-oriented setting where the generation task consists of translating dialogue acts into a sentence. We conduct an empirical study to confirm whether this is the case. Our findings indicate that these automated metrics have stronger correlation with human judgments in the task-oriented setting compared to what has been observed in the non task-oriented setting. We also observe that these metrics correlate even better for datasets which provide multiple ground truth reference sentences. In addition, we show that some of the currently available corpora for task-oriented language generation can be solved with simple models and advocate for more challenging datasets.

cs.CL

A Frame Tracking Model for Memory-Enhanced Dialogue Systems

Recently, resources and tasks were proposed to go beyond state tracking in dialogue systems. An example is the frame tracking task, which requires recording multiple frames, one for each user goal set during the dialogue. This allows a user, for instance, to compare items corresponding to different goals. This paper proposes a model which takes as input the list of frames created so far during the dialogue, the current user utterance as well as the dialogue acts, slot types, and slot values associated with this utterance. The model then outputs the frame being referenced by each triple of dialogue act, slot type, and slot value. We show that on the recently published Frames dataset, this model significantly outperforms a previously proposed rule-based baseline. In addition, we propose an extensive analysis of the frame tracking task by dividing it into sub-tasks and assessing their difficulty with respect to our model.

cs.CL

Natural Language Generation in Dialogue using Lexicalized and Delexicalized Data

Natural language generation plays a critical role in spoken dialogue systems. We present a new approach to natural language generation for task-oriented dialogue using recurrent neural networks in an encoder-decoder framework. In contrast to previous work, our model uses both lexicalized and delexicalized components i.e. slot-value pairs for dialogue acts, with slots and corresponding values aligned together. This allows our model to learn from all available data including the slot-value pairing, rather than being restricted to delexicalized slots. We show that this helps our model generate more natural sentences with better grammar. We further improve our model's performance by transferring weights learnt from a pretrained sentence auto-encoder. Human evaluation of our best-performing model indicates that it generates sentences which users find more appealing.

cs.CL

Frames: A Corpus for Adding Memory to Goal-Oriented Dialogue Systems

This paper presents the Frames dataset (Frames is available at http://datasets.maluuba.com/Frames), a corpus of 1369 human-human dialogues with an average of 15 turns per dialogue. We developed this dataset to study the role of memory in goal-oriented dialogue systems. Based on Frames, we introduce a task called frame tracking, which extends state tracking to a setting where several states are tracked simultaneously. We propose a baseline model for this task. We show that Frames can also be used to study memory in dialogue management and information presentation through natural language generation.

cs.CL

Action Recognition using Visual Attention

We propose a soft attention based model for the task of action recognition in videos. We use multi-layered Recurrent Neural Networks (RNNs) with Long Short-Term Memory (LSTM) units which are deep both spatially and temporally. Our model learns to focus selectively on parts of the video frames and classifies videos after taking a few glimpses. The model essentially learns which parts in the frames are relevant for the task at hand and attaches higher importance to them. We evaluate the model on UCF-11 (YouTube Action), HMDB-51 and Hollywood2 datasets and analyze how the model focuses its attention depending on the scene and the action being performed.

cs.LG

Learning Preferences for Manipulation Tasks from Online Coactive Feedback

We consider the problem of learning preferences over trajectories for mobile manipulators such as personal robots and assembly line robots. The preferences we learn are more intricate than simple geometric constraints on trajectories; they are rather governed by the surrounding context of various objects and human interactions in the environment. We propose a coactive online learning framework for teaching preferences in contextually rich environments. The key novelty of our approach lies in the type of feedback expected from the user: the human user does not need to demonstrate optimal trajectories as training data, but merely needs to iteratively provide trajectories that slightly improve over the trajectory currently proposed by the system. We argue that this coactive preference feedback can be more easily elicited than demonstrations of optimal trajectories. Nevertheless, theoretical regret bounds of our algorithm match the asymptotic rates of optimal trajectory algorithms. We implement our algorithm on two high degree-of-freedom robots, PR2 and Baxter, and present three intuitive mechanisms for providing such incremental feedback. In our experimental evaluation we consider two context rich settings -- household chores and grocery store checkout -- and show that users are able to train the robot with just a few feedbacks (taking only a few minutes).\footnote{Parts of this work has been published at NIPS and ISRR conferences~\citep{Jain13,Jain13b}. This journal submission presents a consistent full paper, and also includes the proof of regret bounds, more details of the robotic system, and a thorough related work.}

cs.RO