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Wenzhen Yuan

Publications and source records attributed to Wenzhen Yuan.

At least 19 recordsLinked to original sources

Text-based Tactile Graphics Generation for the Visually Impaired

Tactile graphics are a primary medium for blind and low-vision (BLV) individuals to access non-textual information. However, they are difficult to scale or personalize. While recent generative models have revolutionized visual content creation, they are optimized for screen-based visual realism and fail to satisfy the haptic perceptual and physical fabrication constraints required for touch. We present the first integrated generative system that produces fabrication-ready 2.5D tactile graphics directly from natural language prompts, jointly generating global base geometry, fine-grained tactile surface textures, and standard-compliant braille within a unified 3D-printable representation. Our approach introduces fabrication-aware techniques, including template-guided relief generation, a fast diffusion-based text-to-texture module for high-resolution tileable normal maps, and strict base flattening to ensure tactile readability and printability, while supporting both automatic generation and interactive texture control. Extensive evaluations, together with in-person user studies with BLV participants and blindfolded sighted participants using physically 3D-printed outputs, show that participants consistently prefer our results over baselines. By extending generative graphics beyond screens to touchable reliefs, our work broadens access to generative AI for the BLV community and beyond.

cs.GR

Qwen-CUA: Native Computer Use for (almost) Everything

Native computer use offers a general interface for agents to operate almost any software available to people, but requires long-horizon state tracking, large-scale interactive experience, and learning from sparse yet verifiable outcomes. We introduce Qwen-CUA, a native computer-use agent with a 397B-A17B Qwen mixture-of-experts backbone. It observes only screenshots and acts through keyboard and mouse events, without DOM trees, accessibility metadata, or task-specific APIs. Its scaffold maintains up to 20 active screenshots and folds older visual history in fixed-size blocks to retain recent evidence while preserving reusable prompt prefixes. For training, we build a cloud rollout fleet with access to nearly 100,000 vCPUs and tens of thousands of concurrent environments, construct approximately 40,000 verifiable tasks, and collect personalized long-horizon workflows across everyday and professional software. We optimize complete trajectories with verifiable rewards and trajectory slicing, while iterative training runs refresh supervised data and recalibrate reinforcement-learning tasks. Across eight benchmarks, Qwen-CUA outperforms Qwen3.7 and remains competitive with leading proprietary systems, reaching 86.2 on OSWorld-Verified and 18.5/48.4 binary/partial completion on OSWorld 2.0. Scaling the same recipe to a model with over one trillion parameters yields Qwen-CUA-Max, improving these scores to 87.6 and 21.2/53.3. Qwen-CUA also reduces RedTeamCUA attack success from 36.6 to 16.4 relative to Qwen3.7. Efficiency analyses, a browser deployment, and Bash-augmented experiments further characterize practical behavior. These results establish native computer use as a broadly capable agent foundation and highlight scalable verifiable interaction and hybrid tool use as key directions.

cs.LG

Contrastive On-Policy Distillation

On-policy Distillation (OPD) supervises a student model on trajectories sampled from its own policy by minimizing the divergence between the output distributions of the teacher and student at each token position, thereby providing dense token-level supervision. Although existing OPD methods have demonstrated strong performance in improving the reasoning ability of student models, their objectives fundamentally rely on token-level distribution matching. Consequently, they lack an explicit signal for comparing a token's relative compatibility across reasoning modes and thus do not directly model preferences between these modes. To address this limitation, we propose COPD, a contrastive OPD framework. Specifically, for each token generated by the student model, a frozen teacher model scores the same student state under two contrasting instructions that elicit light and heavy reasoning. The difference between the resulting log probabilities serves as a token-level advantage signal to guide the OPD update. Rather than merely imitating a single teacher distribution, COPD directly encourages the student model to learn more concise and efficient reasoning strategies. We conduct experiments on nine multimodal benchmarks covering both reasoning and understanding tasks. The results show that COPD substantially reduces reasoning length without compromising model performance and consistently improves efficiency across different tasks and model scales. Furthermore, the contrastive formulation can be seamlessly integrated into the On-policy Self-distillation (OPSD) framework, where self-contrastive supervision is constructed without an additional teacher model, thereby enabling the model to distill itself toward lightweight reasoning.

cs.CV

Requirement-Driven Design of Whole-Body Social Tactile Sensing via Virtual Human-Robot Interaction

Tactile sensing for social-physical human-robot interaction (spHRI) is designed in a hardware-driven manner, where predefined sensor configurations constrain coverage, spatial resolution, and the range of recognizable gestures. We propose a requirement-driven framework that derives sensing requirements, specifically spatial resolution and placement, directly from interaction data. Using a VR-based platform with haptic feedback, we collected high-resolution whole-body contact distributions across multiple social scenarios, from which we identified nine recurring social touch gestures. Eight gestures were selected for controlled data collection with 18 participants, yielding an open-source dataset of 5,520 trials. Analysis of contact distributions and simulated tactile encodings provides quantitative baselines for skin coverage and sensor density on a humanoid robot platform. While demonstrated on a single robot platform, the methodology is designed to be transferable to other robot morphologies, potentially enabling morphology-specific sensing requirements to be derived prior to hardware fabrication.

cs.RO

A Perception-Manipulation Robotics System for Food Cutting

In the development of cooking robots, mastering the task of cutting is crucial. A significant challenge lies in the diverse properties of food, which necessitate distinct cutting policies and even different knives for optimal processing. This paper presents a perception-manipulation framework for food-cutting tasks. Our system features a knife selection module that utilizes force data from a preliminary fixed trial cut to select the appropriate knife for the given food. This is followed by an adaptive cutting phase using reinforcement learning (RL) to balance cutting speed and energy efficiency. In our experiments, the knife selection module achieved 100% successful rate on unseen food, and we compared the performances of fixed policy, RL policy, with human operators. Our method not only achieves high performance but also demonstrates comparable results to those of human participants.

cs.RO

MMGist: A Comprehensive Multimodal Benchmark for 2027

We conduct a systematic study of 18 widely used vision-language benchmarks and identify three major issues: 1) many items do not rely on visual cues and therefore fail to effectively measure multimodal understanding; 2) many items are already close to performance saturation for current LVLMs, which limits their discriminative power; 3) a small number of anomalous items affect the reliability of evaluation results. To this end, we propose MMGist, a curated benchmark that covers seven capability dimensions and contains 7,262 items. MMGist is constructed through a three-stage pipeline, which sequentially combines text-ablation filtering, cross-model saturation filtering, and anomaly detection filtering. We conduct extensive experiments on 27 leading LVLMs and compare MMGist with the raw pool of 23,250 items. The results show that MMGist preserves model rankings with high fidelity, with Spearman $ρ= 0.98$, while reducing evaluation items by 69\% and improving cross-model discrimination by 78\%. Further results indicate that Visual Logic remains a systematic weakness of current LVLMs, while knowledge-intensive dimensions such as Expert Knowledge dimensions remain important factors for distinguishing closed-source models from open-source models. These findings suggest that high-quality evaluation should prioritize visual dependency, discriminative power, and reliability, rather than simply pursuing benchmark scale.

cs.CV

LUCID: Learning Embodiment-Agnostic Intent Models from Unstructured Human Videos for Scalable Dexterous Robot Skill Acquisition

The most widely-adopted robot learning pipelines today learn skills from robot demonstrations or structured human data, which are expensive to collect and tied to specific embodiments. In contrast, unstructured human videos provide a scalable alternative. They contain diverse manipulation demonstrations across objects, scenes, and strategies, but are not directly connected to robot action. We propose LUCID, a two-stage framework that learns task intent from unstructured human videos drawn from internet-scale datasets and learns robot control in massively-parallel simulation. The intent model predicts short-horizon intent (what should happen next in the scene) from the current observation in closed loop. An embodiment-specific sensorimotor policy converts this intent into robot actions. The intent interface is shared across controllers, so the same intent model can be applied to different embodiments, from our primary dexterous hand to a parallel-jaw gripper. We evaluate LUCID on five real-world manipulation tasks: stirring, wiping, and binning supervised by only internet video, with zero-shot transfer to novel scenes and object instances; and push-T and cable routing supervised by 1 hr each of self-collected smartphone video. Project page: https://lucid-robot.github.io/.

cs.RO

Function-based Parametric Co-Design Optimization of Dexterous Hands

Despite advances in dexterous hand manipulation, robotic hand design is still largely decoupled from task-driven evaluation and control, limiting systematic optimization. Existing robotic hand co-design approaches are often limited in scope, optimizing a small subset of design parameters. We introduce a comprehensive parametric framework for robotic hand generation that unifies palm structure, finger kinematics, fingertip geometry, and fine-scale surface curvatures within a single design space. Fine geometric features are introduced through parametric surface deformation kernels that directly influence contact interactions. We validate the framework on design optimization in grasp stability tasks in simulation and real-world dynamic scenarios. Our framework produces simulation- and fabrication-ready hand models and will be released as open-source to enable rapid design iteration for dexterous hand co-design optimization frameworks and cross-embodiment policy training and control research.

cs.RO

Small Model as Master Orchestrator: Learning Unified Agent-Tool Orchestration with Parallel Subtask Decomposition

Multi-agent systems (MAS) demonstrate clear advantages in tackling complex problems by coordinating diverse agents and external tools. However, most existing orchestration methods rely on static workflows or serial agent scheduling, and are further constrained by heterogeneous interface protocols between tools and agents. This leads to high system complexity and poor extensibility. To mitigate these issues, we propose Agent-as-Tool, a unified parallel orchestration paradigm that abstracts both agents and tools into a standardized, learnable action space with protocol normalization and explicit state feedback. Building on this paradigm, we train a lightweight orchestrator, ParaManager, which decouples planning decisions from subtask solving, enabling state-aware parallel subtask decomposition, delegation, and asynchronous execution. For training, we adopt a two-stage ParaManager training pipeline. It improves robustness by incorporating supervised fine-tuning (SFT) trajectories equipped with recovery mechanisms, and further applies reinforcement learning (RL) to achieve an optimal balance among task success, protocol compliance, diversity, and reasoning efficiency. Experiments show that ParaManager achieves strong performance across multiple benchmarks and exhibits robust generalization under unseen model pools.

cs.AI

TouchAnything: Diffusion-Guided 3D Reconstruction from Sparse Robot Touches

Accurate object geometry estimation is essential for many downstream tasks, including robotic manipulation and physical interaction. Although vision is the dominant modality for shape perception, it becomes unreliable under occlusions or challenging lighting conditions. In such scenarios, tactile sensing provides direct geometric information through physical contact. However, reconstructing global 3D geometry from sparse local touches alone is fundamentally underconstrained. We present TouchAnything, a framework that leverages a pretrained large-scale 2D vision diffusion model as a semantic and geometric prior for 3D reconstruction from sparse tactile measurements. Unlike prior work that trains category-specific reconstruction networks or learns diffusion models directly from tactile data, we transfer the geometric knowledge encoded in pretrained visual diffusion models to the tactile domain. Given sparse contact constraints and a coarse class-level description of the object, we formulate reconstruction as an optimization problem that enforces tactile consistency while guiding solutions toward shapes consistent with the diffusion prior. Our method reconstructs accurate geometries from only a few touches, outperforms existing baselines, and enables open-world 3D reconstruction of previously unseen object instances. Our project page is https://grange007.github.io/touchanything .

cs.CV

PALM: Progress-Aware Policy Learning via Affordance Reasoning for Long-Horizon Robotic Manipulation

Recent advancements in vision-language-action (VLA) models have shown promise in robotic manipulation, yet they continue to struggle with long-horizon, multi-step tasks. Existing methods lack internal reasoning mechanisms that can identify task-relevant interaction cues or track progress within a subtask, leading to critical execution errors such as repeated actions, missed steps, and premature termination. To address these challenges, we introduce PALM, a VLA framework that structures policy learning around interaction-centric affordance reasoning and subtask progress cues. PALM distills complementary affordance representations that capture object relevance, contact geometry, spatial placements, and motion dynamics, and serve as task-relevant anchors for visuomotor control. To further stabilize long-horizon execution, PALM predicts continuous within-subtask progress, enabling seamless subtask transitions. Across extensive simulation and real-world experiments, PALM consistently outperforms baselines, achieving a 91.8% success rate on LIBERO-LONG, a 12.5% improvement in average length on CALVIN ABC->D, and a 2x improvement over real-world baselines across three long-horizon generalization settings.

cs.RO

Uncovering Patterns of Brain Activity from EEG Data Consistently Associated with Cybersickness Using Neural Network Interpretability Maps

Cybersickness poses a serious challenge for users of virtual reality (VR) technology. Consequently, there has been significant effort to track its occurrence during VR use with passive measures like brain activity recorded through electroencephalogram (EEG). To classify cybersickness accurately, including in real time, machine learning algorithms which can extract meaningful signals from the rest of the brain data will be required. However, EEG datasets are typically very small and very high in variability between participants, which makes building effective models extremely challenging. To address these concerns, we first introduce a framework for neural networks which has subject-adaptive training with calibration and interpretation for classification given limited and imbalanced EEG data. Which features the models determine are most useful can be visualized by plotting interpretability maps from integrated gradients and class activation. The framework is demonstrated here with convolutional neural networks and transformer models. Using a set of brain data recorded with EEG while participants viewed a stimulus in VR designed to elicit cybersickness, we show which spatio-temporal EEG features (from electrodes and time steps) were most important for discomfort classification. Across 12 runs of our framework with three different neural networks over multiple random seeds, the models consistently pointed to the same scalp locations as having patterns of brain data that were the most helpful in determining whether or not a sample of EEG data belonged to someone who was experiencing cybersickness. These results help clarify a hidden pattern in other related research and can be used as tagged features for better real-time cybersickness classification with EEG in the future. We provide our code at [anonymized] to enable feature interpretation across different neural network architectures.

cs.HC

GelSphere: An Omnidirectional Rolling Vision-Based Tactile Sensor for Online 3D Reconstruction and Normal Force Estimation

We present GelSphere, a spherical vision-based tactile sensor designed for real-time continuous surface scanning. Unlike traditional vision-based tactile sensors that can only sense locally and are damaged when slid across surfaces, and cylindrical tactile sensors that can only roll along a fixed direction, our design enables omnidirectional rolling on surfaces. We accomplish this through our novel sensing system design, which has steel balls inside the sensor, forming a bearing layer between the gel and the rigid housing that allows rolling motion in all axes. The sensor streams tactile images through Wi-Fi, with online large-surface reconstruction capabilities. We present quantitative results for both reconstruction accuracy and image fusion performance. The results show that our sensor maintains geometric fidelity and high reconstruction accuracy even under multi-directional rolling, enabling uninterrupted surface scanning.

cs.RO

Grasp to Act: Dexterous Grasping for Tool Use in Dynamic Settings

Achieving robust grasping with dexterous hands remains challenging, especially when manipulation involves dynamic forces such as impacts, torques, and continuous resistance--situations common in real-world tool use. Existing methods largely optimize grasps for static geometric stability and often fail once external forces arise during manipulation. We present Grasp-to-Act, a hybrid system that combines physics-based grasp optimization with reinforcement-learning-based grasp adaptation to maintain stable grasps throughout functional manipulation tasks. Our method synthesizes robust grasp configurations informed by human demonstrations and employs an adaptive controller that residually issues joint corrections to prevent in-hand slip while tracking the object trajectory. Grasp-to-Act enables robust zero-shot sim-to-real transfer across five dynamic tool-use tasks--hammering, sawing, cutting, stirring, and scooping--consistently outperforming baselines. Across simulation and real-world hardware trials with a 16-DoF dexterous hand, our method reduces translational and rotational in-hand slip and achieves the highest task completion rates, demonstrating stable functional grasps under dynamic, contact-rich conditions.

cs.RO

FruitTouch: A Perceptive Gripper for Gentle and Scalable Fruit Harvesting

The automation of fruit harvesting has gained increasing significance in response to rising labor shortages. A sensorized gripper is a key component of this process, which must be compact enough for confined spaces, able to stably grasp diverse fruits, and provide reliable feedback on fruit conditions for efficient harvesting. To address this need, we propose FruitTouch, a compact gripper that integrates high-resolution, vision-based tactile sensing through an optimized optical design. This configuration accommodates a wide range of fruit sizes while maintaining low cost and mechanical simplicity. Tactile images captured by an embedded camera provide rich information for real-time force estimation, slip detection, and softness prediction. We validate the gripper in real-world fruit harvesting experiments, demonstrating robust grasp stability and effective damage prevention.

cs.RO

GelSLAM: A Real-time, High-Fidelity, and Robust 3D Tactile SLAM System

Accurately perceiving an object's pose and shape is essential for precise grasping and manipulation. Compared to common vision-based methods, tactile sensing offers advantages in precision and immunity to occlusion when tracking and reconstructing objects in contact. This makes it particularly valuable for in-hand and other high-precision manipulation tasks. In this work, we present GelSLAM, a real-time 3D SLAM system that relies solely on tactile sensing to estimate object pose over long periods and reconstruct object shapes with high fidelity. Unlike traditional point cloud-based approaches, GelSLAM uses tactile-derived surface normals and curvatures for robust tracking and loop closure. It can track object motion in real time with low error and minimal drift, and reconstruct shapes with submillimeter accuracy, even for low-texture objects such as wooden tools. GelSLAM extends tactile sensing beyond local contact to enable global, long-horizon spatial perception, and we believe it will serve as a foundation for many precise manipulation tasks involving interaction with objects in hand. The video demo, code, and dataset are available at https://joehjhuang.github.io/gelslam.

cs.RO

PneuGelSight: Soft Robotic Vision-Based Proprioception and Tactile Sensing

Soft pneumatic robot manipulators are popular in industrial and human-interactive applications due to their compliance and flexibility. However, deploying them in real-world scenarios requires advanced sensing for tactile feedback and proprioception. Our work presents a novel vision-based approach for sensorizing soft robots. We demonstrate our approach on PneuGelSight, a pioneering pneumatic manipulator featuring high-resolution proprioception and tactile sensing via an embedded camera. To optimize the sensor's performance, we introduce a comprehensive pipeline that accurately simulates its optical and dynamic properties, facilitating a zero-shot knowledge transition from simulation to real-world applications. PneuGelSight and our sim-to-real pipeline provide a novel, easily implementable, and robust sensing methodology for soft robots, paving the way for the development of more advanced soft robots with enhanced sensory capabilities.

cs.RO

Tactile-Based Human Intent Recognition for Robot Assistive Navigation

Robot assistive navigation (RAN) is critical for enhancing the mobility and independence of the growing population of mobility-impaired individuals. However, existing systems often rely on interfaces that fail to replicate the intuitive and efficient physical communication observed between a person and a human caregiver, limiting their effectiveness. In this paper, we introduce Tac-Nav, a RAN system that leverages a cylindrical tactile skin mounted on a Stretch 3 mobile manipulator to provide a more natural and efficient interface for human navigational intent recognition. To robustly classify the tactile data, we developed the Cylindrical Kernel Support Vector Machine (CK-SVM), an algorithm that explicitly models the sensor's cylindrical geometry and is consequently robust to the natural rotational shifts present in a user's grasp. Comprehensive experiments were conducted to demonstrate the effectiveness of our classification algorithm and the overall system. Results show that CK-SVM achieved superior classification accuracy on both simulated (97.1%) and real-world (90.8%) datasets compared to four baseline models. Furthermore, a pilot study confirmed that users more preferred the Tac-Nav tactile interface over conventional joystick and voice-based controls.

cs.RO