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SubscribeRobust 6DoF Pose Estimation Against Depth Noise and a Comprehensive Evaluation on a Mobile Dataset
Robust 6DoF pose estimation with mobile devices is the foundation for applications in robotics, augmented reality, and digital twin localization. In this paper, we extensively investigate the robustness of existing RGBD-based 6DoF pose estimation methods against varying levels of depth sensor noise. We highlight that existing 6DoF pose estimation methods suffer significant performance discrepancies due to depth measurement inaccuracies. In response to the robustness issue, we present a simple and effective transformer-based 6DoF pose estimation approach called DTTDNet, featuring a novel geometric feature filtering module and a Chamfer distance loss for training. Moreover, we advance the field of robust 6DoF pose estimation and introduce a new dataset -- Digital Twin Tracking Dataset Mobile (DTTD-Mobile), tailored for digital twin object tracking with noisy depth data from the mobile RGBD sensor suite of the Apple iPhone 14 Pro. Extensive experiments demonstrate that DTTDNet significantly outperforms state-of-the-art methods at least 4.32, up to 60.74 points in ADD metrics on the DTTD-Mobile. More importantly, our approach exhibits superior robustness to varying levels of measurement noise, setting a new benchmark for robustness to measurement noise. The project page is publicly available at https://openark-berkeley.github.io/DTTDNet/.
MobileVLM: A Vision-Language Model for Better Intra- and Inter-UI Understanding
Recently, mobile AI agents based on VLMs have been gaining increasing attention. These works typically utilize VLM as a foundation, fine-tuning it with instruction-based mobile datasets. However, these VLMs are typically pre-trained on general-domain data, which often results in a lack of fundamental capabilities specific to the mobile domain. Therefore, they may struggle to recognize specific UI elements and understand intra-UI fine-grained information. In addition, the current fine-tuning task focuses on interacting with the most relevant element for the given instruction. These fine-tuned VLMs may still ignore the relationships between UI pages, neglect the roles of elements in page transitions and lack inter-UI understanding. To address issues, we propose a VLM called MobileVLM, which includes two additional pre-training stages to enhance both intra- and inter-UI understanding. We defined four UI-based pre-training tasks, enabling the model to better perceive fine-grained elements and capture page transition actions. To address the lack of mobile pre-training data, we built a large Chinese mobile dataset Mobile3M from scratch, which contains 3 million UI pages, and real-world transition actions, forming a directed graph structure. Experimental results show MobileVLM excels on both our test set and public mobile benchmarks, outperforming existing VLMs.
Deep Pixel-wise Binary Supervision for Face Presentation Attack Detection
Face recognition has evolved as a prominent biometric authentication modality. However, vulnerability to presentation attacks curtails its reliable deployment. Automatic detection of presentation attacks is essential for secure use of face recognition technology in unattended scenarios. In this work, we introduce a Convolutional Neural Network (CNN) based framework for presentation attack detection, with deep pixel-wise supervision. The framework uses only frame level information making it suitable for deployment in smart devices with minimal computational and time overhead. We demonstrate the effectiveness of the proposed approach in public datasets for both intra as well as cross-dataset experiments. The proposed approach achieves an HTER of 0% in Replay Mobile dataset and an ACER of 0.42% in Protocol-1 of OULU dataset outperforming state of the art methods.
Collecting Larg-Scale Robotic Datasets on a High-Speed Mobile Platform
Mobile robotics datasets are essential for research on robotics, for example for research on Simultaneous Localization and Mapping (SLAM). Therefore the ShanghaiTech Mapping Robot was constructed, that features a multitude high-performance sensors and a 16-node cluster to collect all this data. That robot is based on a Clearpath Husky mobile base with a maximum speed of 1 meter per second. This is fine for indoor datasets, but to collect large-scale outdoor datasets a faster platform is needed. This system paper introduces our high-speed mobile platform for data collection. The mapping robot is secured on the rear-steered flatbed car with maximum field of view. Additionally two encoders collect odometry data from two of the car wheels and an external sensor plate houses a downlooking RGB and event camera. With this setup a dataset of more than 10km in the underground parking garage and the outside of our campus was collected and is published with this paper.
Producing population-level estimates of internal displacement in Ukraine using GPS mobile phone data
Nearly 110 million people are forcibly displaced people worldwide. However, estimating the scale and patterns of internally displaced persons in real time, and developing appropriate policy responses, remain hindered by traditional data streams. They are infrequently updated, costly and slow. Mobile phone location data can overcome these limitations, but only represent a population segment. Drawing on an anonymised large-scale, high-frequency dataset of locations from 25 million mobile devices, we propose an approach to leverage mobile phone data and produce population-level estimates of internal displacement. We use this approach to quantify the extent, pace and geographic patterns of internal displacement in Ukraine during the early stages of the Russian invasion in 2022. Our results produce reliable population-level estimates, enabling real-time monitoring of internal displacement at detailed spatio-temporal resolutions. Accurate estimations are crucial to support timely and effective humanitarian and disaster management responses, prioritising resources where they are most needed.
MobileViews: A Large-Scale Mobile GUI Dataset
Mobile screen assistants help smartphone users by interpreting mobile screens and responding to user requests. The excessive private information on mobile screens necessitates small, on-device models to power these assistants. However, there is a lack of a comprehensive and large-scale mobile screen dataset with high diversity to train and enhance these models. To efficiently construct such a dataset, we utilize an LLM-enhanced automatic app traversal tool to minimize human intervention. We then employ two SoC clusters to provide high-fidelity mobile environments, including more than 200 Android instances to parallelize app interactions. By utilizing the system to collect mobile screens over 81,600 device-hours, we introduce MobileViews, the largest mobile screen dataset, which includes over 600K screenshot-view hierarchy pairs from more than 20K modern Android apps. We demonstrate the effectiveness of MobileViews by training SOTA multimodal LLMs that power mobile screen assistants on it and the Rico dataset, which was introduced seven years ago. Evaluation results on mobile screen tasks show that the scale and quality of mobile screens in MobileViews demonstrate significant advantages over Rico in augmenting mobile screen assistants.
LLM Agent-Based Simulation of Student Activities and Mental Health Using Smartphone Sensing Data
Students' mental well-being is vital for academic success, with activities such as studying, socializing, and sleeping playing a role. Current mobile sensing data highlight this intricate link using statistical and machine learning analyses. We propose a novel LLM agent-based simulation framework to model student activities and mental health using the StudentLife Dataset. Each LLM agent was initialized with personality questionnaires and guided by smartphone sensing data throughout the simulated semester. These agents predict individual behaviors, provide self-reported mental health data via ecological momentary assessments (EMAs), and complete follow-up personality questionnaires. To ensure accuracy, we investigated various prompting techniques, memory systems, and activity-based mental state management strategies that dynamically update an agent's mental state based on their daily activities. This simulation goes beyond simply replicating existing data. This allows us to explore new scenarios that are not present in the original dataset, such as peer influence through agent-to-agent interactions and the impact of social media. Furthermore, we can conduct intervention studies by manipulating activity patterns via sensing signals and personality traits using questionnaire responses. This provides valuable insights into the behavioral changes that could enhance student well-being. The framework also facilitates hypothetical interviews with LLM agents, offering deeper insights into their mental health. This study showcases the power of LLM-driven behavioral modeling with sensing data, opening new avenues for understanding and supporting student mental health.
Mobile ALOHA: Learning Bimanual Mobile Manipulation with Low-Cost Whole-Body Teleoperation
Imitation learning from human demonstrations has shown impressive performance in robotics. However, most results focus on table-top manipulation, lacking the mobility and dexterity necessary for generally useful tasks. In this work, we develop a system for imitating mobile manipulation tasks that are bimanual and require whole-body control. We first present Mobile ALOHA, a low-cost and whole-body teleoperation system for data collection. It augments the ALOHA system with a mobile base, and a whole-body teleoperation interface. Using data collected with Mobile ALOHA, we then perform supervised behavior cloning and find that co-training with existing static ALOHA datasets boosts performance on mobile manipulation tasks. With 50 demonstrations for each task, co-training can increase success rates by up to 90%, allowing Mobile ALOHA to autonomously complete complex mobile manipulation tasks such as sauteing and serving a piece of shrimp, opening a two-door wall cabinet to store heavy cooking pots, calling and entering an elevator, and lightly rinsing a used pan using a kitchen faucet. Project website: https://mobile-aloha.github.io
Incremental Semi-supervised Federated Learning for Health Inference via Mobile Sensing
Mobile sensing appears as a promising solution for health inference problem (e.g., influenza-like symptom recognition) by leveraging diverse smart sensors to capture fine-grained information about human behaviors and ambient contexts. Centralized training of machine learning models can place mobile users' sensitive information under privacy risks due to data breach and misexploitation. Federated Learning (FL) enables mobile devices to collaboratively learn global models without the exposure of local private data. However, there are challenges of on-device FL deployment using mobile sensing: 1) long-term and continuously collected mobile sensing data may exhibit domain shifts as sensing objects (e.g. humans) have varying behaviors as a result of internal and/or external stimulus; 2) model retraining using all available data may increase computation and memory burden; and 3) the sparsity of annotated crowd-sourced data causes supervised FL to lack robustness. In this work, we propose FedMobile, an incremental semi-supervised federated learning algorithm, to train models semi-supervisedly and incrementally in a decentralized online fashion. We evaluate FedMobile using a real-world mobile sensing dataset for influenza-like symptom recognition. Our empirical results show that FedMobile-trained models achieve the best results in comparison to the selected baseline methods.
Deep Fisher Discriminant Learning for Mobile Hand Gesture Recognition
Gesture recognition is a challenging problem in the field of biometrics. In this paper, we integrate Fisher criterion into Bidirectional Long-Short Term Memory (BLSTM) network and Bidirectional Gated Recurrent Unit (BGRU),thus leading to two new deep models termed as F-BLSTM and F-BGRU. BothFisher discriminative deep models can effectively classify the gesture based on analyzing the acceleration and angular velocity data of the human gestures. Moreover, we collect a large Mobile Gesture Database (MGD) based on the accelerations and angular velocities containing 5547 sequences of 12 gestures. Extensive experiments are conducted to validate the superior performance of the proposed networks as compared to the state-of-the-art BLSTM and BGRU on MGD database and two benchmark databases (i.e. BUAA mobile gesture and SmartWatch gesture).
Unsupervised Anomaly Detection for Autonomous Robots via Mahalanobis SVDD with Audio-IMU Fusion
Reliable anomaly detection is essential for ensuring the safety of autonomous robots, particularly when conventional detection systems based on vision or LiDAR become unreliable in adverse or unpredictable conditions. In such scenarios, alternative sensing modalities are needed to provide timely and robust feedback. To this end, we explore the use of audio and inertial measurement unit (IMU) sensors to detect underlying anomalies in autonomous mobile robots, such as collisions and internal mechanical faults. Furthermore, to address the challenge of limited labeled anomaly data, we propose an unsupervised anomaly detection framework based on Mahalanobis Support Vector Data Description (M-SVDD). In contrast to conventional SVDD methods that rely on Euclidean distance and assume isotropic feature distributions, our approach employs the Mahalanobis distance to adaptively scale feature dimensions and capture inter-feature correlations, enabling more expressive decision boundaries. In addition, a reconstruction-based auxiliary branch is introduced to preserve feature diversity and prevent representation collapse, further enhancing the robustness of anomaly detection. Extensive experiments on a collected mobile robot dataset and four public datasets demonstrate the effectiveness of the proposed method, as shown in the video https://youtu.be/yh1tn6DDD4A. Code and dataset are available at https://github.com/jamesyang7/M-SVDD.
Tell Me What's Next: Textual Foresight for Generic UI Representations
Mobile app user interfaces (UIs) are rich with action, text, structure, and image content that can be utilized to learn generic UI representations for tasks like automating user commands, summarizing content, and evaluating the accessibility of user interfaces. Prior work has learned strong visual representations with local or global captioning losses, but fails to retain both granularities. To combat this, we propose Textual Foresight, a novel pretraining objective for learning UI screen representations. Textual Foresight generates global text descriptions of future UI states given a current UI and local action taken. Our approach requires joint reasoning over elements and entire screens, resulting in improved UI features: on generation tasks, UI agents trained with Textual Foresight outperform state-of-the-art by 2% with 28x fewer images. We train with our newly constructed mobile app dataset, OpenApp, which results in the first public dataset for app UI representation learning. OpenApp enables new baselines, and we find Textual Foresight improves average task performance over them by 5.7% while having access to 2x less data.
Towards accurate instance segmentation in large-scale LiDAR point clouds
Panoptic segmentation is the combination of semantic and instance segmentation: assign the points in a 3D point cloud to semantic categories and partition them into distinct object instances. It has many obvious applications for outdoor scene understanding, from city mapping to forest management. Existing methods struggle to segment nearby instances of the same semantic category, like adjacent pieces of street furniture or neighbouring trees, which limits their usability for inventory- or management-type applications that rely on object instances. This study explores the steps of the panoptic segmentation pipeline concerned with clustering points into object instances, with the goal to alleviate that bottleneck. We find that a carefully designed clustering strategy, which leverages multiple types of learned point embeddings, significantly improves instance segmentation. Experiments on the NPM3D urban mobile mapping dataset and the FOR-instance forest dataset demonstrate the effectiveness and versatility of the proposed strategy.
Lightweight Neural App Control
This paper introduces a novel mobile phone control architecture, termed ``app agents", for efficient interactions and controls across various Android apps. The proposed Lightweight Multi-modal App Control (LiMAC) takes as input a textual goal and a sequence of past mobile observations, such as screenshots and corresponding UI trees, to generate precise actions. To address the computational constraints inherent to smartphones, within LiMAC, we introduce a small Action Transformer (AcT) integrated with a fine-tuned vision-language model (VLM) for real-time decision-making and task execution. We evaluate LiMAC on two open-source mobile control datasets, demonstrating the superior performance of our small-form-factor approach against fine-tuned versions of open-source VLMs, such as Florence2 and Qwen2-VL. It also significantly outperforms prompt engineering baselines utilising closed-source foundation models like GPT-4o. More specifically, LiMAC increases the overall action accuracy by up to 19% compared to fine-tuned VLMs, and up to 42% compared to prompt-engineering baselines.
DAG: Deep Adaptive and Generative $K$-Free Community Detection on Attributed Graphs
Community detection on attributed graphs with rich semantic and topological information offers great potential for real-world network analysis, especially user matching in online games. Graph Neural Networks (GNNs) have recently enabled Deep Graph Clustering (DGC) methods to learn cluster assignments from semantic and topological information. However, their success depends on the prior knowledge related to the number of communities K, which is unrealistic due to the high costs and privacy issues of acquisition.In this paper, we investigate the community detection problem without prior K, referred to as K-Free Community Detection problem. To address this problem, we propose a novel Deep Adaptive and Generative model~(DAG) for community detection without specifying the prior K. DAG consists of three key components, i.e., a node representation learning module with masked attribute reconstruction, a community affiliation readout module, and a community number search module with group sparsity. These components enable DAG to convert the process of non-differentiable grid search for the community number, i.e., a discrete hyperparameter in existing DGC methods, into a differentiable learning process. In such a way, DAG can simultaneously perform community detection and community number search end-to-end. To alleviate the cost of acquiring community labels in real-world applications, we design a new metric, EDGE, to evaluate community detection methods even when the labels are not feasible. Extensive offline experiments on five public datasets and a real-world online mobile game dataset demonstrate the superiority of our DAG over the existing state-of-the-art (SOTA) methods. DAG has a relative increase of 7.35\% in teams in a Tencent online game compared with the best competitor.
Computational Approaches for App-to-App Retrieval and Design Consistency Check
Extracting semantic representations from mobile user interfaces (UI) and using the representations for designers' decision-making processes have shown the potential to be effective computational design support tools. Current approaches rely on machine learning models trained on small-sized mobile UI datasets to extract semantic vectors and use screenshot-to-screenshot comparison to retrieve similar-looking UIs given query screenshots. However, the usability of these methods is limited because they are often not open-sourced and have complex training pipelines for practitioners to follow, and are unable to perform screenshot set-to-set (i.e., app-to-app) retrieval. To this end, we (1) employ visual models trained with large web-scale images and test whether they could extract a UI representation in a zero-shot way and outperform existing specialized models, and (2) use mathematically founded methods to enable app-to-app retrieval and design consistency analysis. Our experiments show that our methods not only improve upon previous retrieval models but also enable multiple new applications.
A Reinforcement Learning Framework for Dynamic Mediation Analysis
Mediation analysis learns the causal effect transmitted via mediator variables between treatments and outcomes and receives increasing attention in various scientific domains to elucidate causal relations. Most existing works focus on point-exposure studies where each subject only receives one treatment at a single time point. However, there are a number of applications (e.g., mobile health) where the treatments are sequentially assigned over time and the dynamic mediation effects are of primary interest. Proposing a reinforcement learning (RL) framework, we are the first to evaluate dynamic mediation effects in settings with infinite horizons. We decompose the average treatment effect into an immediate direct effect, an immediate mediation effect, a delayed direct effect, and a delayed mediation effect. Upon the identification of each effect component, we further develop robust and semi-parametrically efficient estimators under the RL framework to infer these causal effects. The superior performance of the proposed method is demonstrated through extensive numerical studies, theoretical results, and an analysis of a mobile health dataset.
AMEX: Android Multi-annotation Expo Dataset for Mobile GUI Agents
AI agents have drawn increasing attention mostly on their ability to perceive environments, understand tasks, and autonomously achieve goals. To advance research on AI agents in mobile scenarios, we introduce the Android Multi-annotation EXpo (AMEX), a comprehensive, large-scale dataset designed for generalist mobile GUI-control agents. Their capabilities of completing complex tasks by directly interacting with the graphical user interface (GUI) on mobile devices are trained and evaluated with the proposed dataset. AMEX comprises over 104K high-resolution screenshots from 110 popular mobile applications, which are annotated at multiple levels. Unlike existing mobile device-control datasets, e.g., MoTIF, AitW, etc., AMEX includes three levels of annotations: GUI interactive element grounding, GUI screen and element functionality descriptions, and complex natural language instructions, each averaging 13 steps with stepwise GUI-action chains. We develop this dataset from a more instructive and detailed perspective, complementing the general settings of existing datasets. Additionally, we develop a baseline model SPHINX Agent and compare its performance across state-of-the-art agents trained on other datasets. To facilitate further research, we open-source our dataset, models, and relevant evaluation tools. The project is available at https://yuxiangchai.github.io/AMEX/
GameLabel-10K: Collecting Image Preference Data Through Mobile Game Crowdsourcing
The rise of multi-billion parameter models has sparked an intense hunger for data across deep learning. This study explores the possibility of replacing paid annotators with video game players who are rewarded with in-game currency for good performance. We collaborate with the developers of a mobile historical strategy game, Armchair Commander, to test this idea. More specifically, the current study tests this idea using pairwise image preference data, typically used to fine-tune diffusion models. Using this method, we create GameLabel-10K, a dataset with slightly under 10 thousand labels and 7000 unique prompts. In addition to these results, we analyze some limitations of this dataset and publicly release it under an open-source license.
Learning to Denoise Raw Mobile UI Layouts for Improving Datasets at Scale
The layout of a mobile screen is a critical data source for UI design research and semantic understanding of the screen. However, UI layouts in existing datasets are often noisy, have mismatches with their visual representation, or consists of generic or app-specific types that are difficult to analyze and model. In this paper, we propose the CLAY pipeline that uses a deep learning approach for denoising UI layouts, allowing us to automatically improve existing mobile UI layout datasets at scale. Our pipeline takes both the screenshot and the raw UI layout, and annotates the raw layout by removing incorrect nodes and assigning a semantically meaningful type to each node. To experiment with our data-cleaning pipeline, we create the CLAY dataset of 59,555 human-annotated screen layouts, based on screenshots and raw layouts from Rico, a public mobile UI corpus. Our deep models achieve high accuracy with F1 scores of 82.7% for detecting layout objects that do not have a valid visual representation and 85.9% for recognizing object types, which significantly outperforms a heuristic baseline. Our work lays a foundation for creating large-scale high quality UI layout datasets for data-driven mobile UI research and reduces the need of manual labeling efforts that are prohibitively expensive.
ARKitScenes: A Diverse Real-World Dataset For 3D Indoor Scene Understanding Using Mobile RGB-D Data
Scene understanding is an active research area. Commercial depth sensors, such as Kinect, have enabled the release of several RGB-D datasets over the past few years which spawned novel methods in 3D scene understanding. More recently with the launch of the LiDAR sensor in Apple's iPads and iPhones, high quality RGB-D data is accessible to millions of people on a device they commonly use. This opens a whole new era in scene understanding for the Computer Vision community as well as app developers. The fundamental research in scene understanding together with the advances in machine learning can now impact people's everyday experiences. However, transforming these scene understanding methods to real-world experiences requires additional innovation and development. In this paper we introduce ARKitScenes. It is not only the first RGB-D dataset that is captured with a now widely available depth sensor, but to our best knowledge, it also is the largest indoor scene understanding data released. In addition to the raw and processed data from the mobile device, ARKitScenes includes high resolution depth maps captured using a stationary laser scanner, as well as manually labeled 3D oriented bounding boxes for a large taxonomy of furniture. We further analyze the usefulness of the data for two downstream tasks: 3D object detection and color-guided depth upsampling. We demonstrate that our dataset can help push the boundaries of existing state-of-the-art methods and it introduces new challenges that better represent real-world scenarios.
HERMES: Human-to-Robot Embodied Learning from Multi-Source Motion Data for Mobile Dexterous Manipulation
Leveraging human motion data to impart robots with versatile manipulation skills has emerged as a promising paradigm in robotic manipulation. Nevertheless, translating multi-source human hand motions into feasible robot behaviors remains challenging, particularly for robots equipped with multi-fingered dexterous hands characterized by complex, high-dimensional action spaces. Moreover, existing approaches often struggle to produce policies capable of adapting to diverse environmental conditions. In this paper, we introduce HERMES, a human-to-robot learning framework for mobile bimanual dexterous manipulation. First, HERMES formulates a unified reinforcement learning approach capable of seamlessly transforming heterogeneous human hand motions from multiple sources into physically plausible robotic behaviors. Subsequently, to mitigate the sim2real gap, we devise an end-to-end, depth image-based sim2real transfer method for improved generalization to real-world scenarios. Furthermore, to enable autonomous operation in varied and unstructured environments, we augment the navigation foundation model with a closed-loop Perspective-n-Point (PnP) localization mechanism, ensuring precise alignment of visual goals and effectively bridging autonomous navigation and dexterous manipulation. Extensive experimental results demonstrate that HERMES consistently exhibits generalizable behaviors across diverse, in-the-wild scenarios, successfully performing numerous complex mobile bimanual dexterous manipulation tasks. Project Page:https://gemcollector.github.io/HERMES/.
I-MPN: Inductive Message Passing Network for Efficient Human-in-the-Loop Annotation of Mobile Eye Tracking Data
Comprehending how humans process visual information in dynamic settings is crucial for psychology and designing user-centered interactions. While mobile eye-tracking systems combining egocentric video and gaze signals can offer valuable insights, manual analysis of these recordings is time-intensive. In this work, we present a novel human-centered learning algorithm designed for automated object recognition within mobile eye-tracking settings. Our approach seamlessly integrates an object detector with a spatial relation-aware inductive message-passing network (I-MPN), harnessing node profile information and capturing object correlations. Such mechanisms enable us to learn embedding functions capable of generalizing to new object angle views, facilitating rapid adaptation and efficient reasoning in dynamic contexts as users navigate their environment. Through experiments conducted on three distinct video sequences, our interactive-based method showcases significant performance improvements over fixed training/testing algorithms, even when trained on considerably smaller annotated samples collected through user feedback. Furthermore, we demonstrate exceptional efficiency in data annotation processes and surpass prior interactive methods that use complete object detectors, combine detectors with convolutional networks, or employ interactive video segmentation.
Mobile-Bench: An Evaluation Benchmark for LLM-based Mobile Agents
With the remarkable advancements of large language models (LLMs), LLM-based agents have become a research hotspot in human-computer interaction. However, there is a scarcity of benchmarks available for LLM-based mobile agents. Benchmarking these agents generally faces three main challenges: (1) The inefficiency of UI-only operations imposes limitations to task evaluation. (2) Specific instructions within a singular application lack adequacy for assessing the multi-dimensional reasoning and decision-making capacities of LLM mobile agents. (3) Current evaluation metrics are insufficient to accurately assess the process of sequential actions. To this end, we propose Mobile-Bench, a novel benchmark for evaluating the capabilities of LLM-based mobile agents. First, we expand conventional UI operations by incorporating 103 collected APIs to accelerate the efficiency of task completion. Subsequently, we collect evaluation data by combining real user queries with augmentation from LLMs. To better evaluate different levels of planning capabilities for mobile agents, our data is categorized into three distinct groups: SAST, SAMT, and MAMT, reflecting varying levels of task complexity. Mobile-Bench comprises 832 data entries, with more than 200 tasks specifically designed to evaluate multi-APP collaboration scenarios. Furthermore, we introduce a more accurate evaluation metric, named CheckPoint, to assess whether LLM-based mobile agents reach essential points during their planning and reasoning steps.
Screen2Words: Automatic Mobile UI Summarization with Multimodal Learning
Mobile User Interface Summarization generates succinct language descriptions of mobile screens for conveying important contents and functionalities of the screen, which can be useful for many language-based application scenarios. We present Screen2Words, a novel screen summarization approach that automatically encapsulates essential information of a UI screen into a coherent language phrase. Summarizing mobile screens requires a holistic understanding of the multi-modal data of mobile UIs, including text, image, structures as well as UI semantics, motivating our multi-modal learning approach. We collected and analyzed a large-scale screen summarization dataset annotated by human workers. Our dataset contains more than 112k language summarization across sim22k unique UI screens. We then experimented with a set of deep models with different configurations. Our evaluation of these models with both automatic accuracy metrics and human rating shows that our approach can generate high-quality summaries for mobile screens. We demonstrate potential use cases of Screen2Words and open-source our dataset and model to lay the foundations for further bridging language and user interfaces.
Radar Meets Vision: Robustifying Monocular Metric Depth Prediction for Mobile Robotics
Mobile robots require accurate and robust depth measurements to understand and interact with the environment. While existing sensing modalities address this problem to some extent, recent research on monocular depth estimation has leveraged the information richness, yet low cost and simplicity of monocular cameras. These works have shown significant generalization capabilities, mainly in automotive and indoor settings. However, robots often operate in environments with limited scale cues, self-similar appearances, and low texture. In this work, we encode measurements from a low-cost mmWave radar into the input space of a state-of-the-art monocular depth estimation model. Despite the radar's extreme point cloud sparsity, our method demonstrates generalization and robustness across industrial and outdoor experiments. Our approach reduces the absolute relative error of depth predictions by 9-64% across a range of unseen, real-world validation datasets. Importantly, we maintain consistency of all performance metrics across all experiments and scene depths where current vision-only approaches fail. We further address the present deficit of training data in mobile robotics environments by introducing a novel methodology for synthesizing rendered, realistic learning datasets based on photogrammetric data that simulate the radar sensor observations for training. Our code, datasets, and pre-trained networks are made available at https://github.com/ethz-asl/radarmeetsvision.
Practical Secure Aggregation for Federated Learning on User-Held Data
Secure Aggregation protocols allow a collection of mutually distrust parties, each holding a private value, to collaboratively compute the sum of those values without revealing the values themselves. We consider training a deep neural network in the Federated Learning model, using distributed stochastic gradient descent across user-held training data on mobile devices, wherein Secure Aggregation protects each user's model gradient. We design a novel, communication-efficient Secure Aggregation protocol for high-dimensional data that tolerates up to 1/3 users failing to complete the protocol. For 16-bit input values, our protocol offers 1.73x communication expansion for 2^{10} users and 2^{20}-dimensional vectors, and 1.98x expansion for 2^{14} users and 2^{24} dimensional vectors.
Robot Utility Models: General Policies for Zero-Shot Deployment in New Environments
Robot models, particularly those trained with large amounts of data, have recently shown a plethora of real-world manipulation and navigation capabilities. Several independent efforts have shown that given sufficient training data in an environment, robot policies can generalize to demonstrated variations in that environment. However, needing to finetune robot models to every new environment stands in stark contrast to models in language or vision that can be deployed zero-shot for open-world problems. In this work, we present Robot Utility Models (RUMs), a framework for training and deploying zero-shot robot policies that can directly generalize to new environments without any finetuning. To create RUMs efficiently, we develop new tools to quickly collect data for mobile manipulation tasks, integrate such data into a policy with multi-modal imitation learning, and deploy policies on-device on Hello Robot Stretch, a cheap commodity robot, with an external mLLM verifier for retrying. We train five such utility models for opening cabinet doors, opening drawers, picking up napkins, picking up paper bags, and reorienting fallen objects. Our system, on average, achieves 90% success rate in unseen, novel environments interacting with unseen objects. Moreover, the utility models can also succeed in different robot and camera set-ups with no further data, training, or fine-tuning. Primary among our lessons are the importance of training data over training algorithm and policy class, guidance about data scaling, necessity for diverse yet high-quality demonstrations, and a recipe for robot introspection and retrying to improve performance on individual environments. Our code, data, models, hardware designs, as well as our experiment and deployment videos are open sourced and can be found on our project website: https://robotutilitymodels.com
DaMo: Data Mixing Optimizer in Fine-tuning Multimodal LLMs for Mobile Phone Agents
Mobile Phone Agents (MPAs) have emerged as a promising research direction due to their broad applicability across diverse scenarios. While Multimodal Large Language Models (MLLMs) serve as the foundation for MPAs, their effectiveness in handling multiple mobile phone tasks simultaneously remains limited. Although multitask supervised fine-tuning (SFT) is widely adopted for multitask learning, existing approaches struggle to determine optimal training data compositions for peak performance. To address this challenge, we propose DaMo (Data Mixture Optimizer) - a novel solution employing a trainable network that predicts optimal data mixtures by forecasting downstream task performance for any given dataset ratio. To support comprehensive evaluation, we introduce PhoneAgentBench, the first specialized benchmark to evaluate MLLMs on multimodal mobile phone tasks, comprising 1235 QA pairs spanning diverse real-world industrial mobile application scenarios. Demonstrating strong predictive capability (R^2=0.81) in small-scale pilot experiments, DaMo efficiently extrapolates optimal data mixing configurations. Our results show DaMo achieves a 3.38% performance improvement on PhoneAgentBench compared to alternative methods. Furthermore, extensive experiments across established benchmarks including BFCL-v3, MME-Reasoning, MME-Perception, and OCRBench reveal DaMo's superior generalization, outperforming other approaches by 2.57% in terms of average score. When used solely for MLLM optimization on the BFCL-v3 task, DaMo improves the metrics by 12.47% than other methods. Notably, DaMo maintains robust scalability, preserving its effectiveness when applied to other model architectures. The code and dataset are available at https://github.com/OPPO-Mente-Lab/DaMo.git
Mobile Robot Oriented Large-Scale Indoor Dataset for Dynamic Scene Understanding
Most existing robotic datasets capture static scene data and thus are limited in evaluating robots' dynamic performance. To address this, we present a mobile robot oriented large-scale indoor dataset, denoted as THUD (Tsinghua University Dynamic) robotic dataset, for training and evaluating their dynamic scene understanding algorithms. Specifically, the THUD dataset construction is first detailed, including organization, acquisition, and annotation methods. It comprises both real-world and synthetic data, collected with a real robot platform and a physical simulation platform, respectively. Our current dataset includes 13 larges-scale dynamic scenarios, 90K image frames, 20M 2D/3D bounding boxes of static and dynamic objects, camera poses, and IMU. The dataset is still continuously expanding. Then, the performance of mainstream indoor scene understanding tasks, e.g. 3D object detection, semantic segmentation, and robot relocalization, is evaluated on our THUD dataset. These experiments reveal serious challenges for some robot scene understanding tasks in dynamic scenes. By sharing this dataset, we aim to foster and iterate new mobile robot algorithms quickly for robot actual working dynamic environment, i.e. complex crowded dynamic scenes.
FedMABench: Benchmarking Mobile Agents on Decentralized Heterogeneous User Data
Mobile agents have attracted tremendous research participation recently. Traditional approaches to mobile agent training rely on centralized data collection, leading to high cost and limited scalability. Distributed training utilizing federated learning offers an alternative by harnessing real-world user data, providing scalability and reducing costs. However, pivotal challenges, including the absence of standardized benchmarks, hinder progress in this field. To tackle the challenges, we introduce FedMABench, the first benchmark for federated training and evaluation of mobile agents, specifically designed for heterogeneous scenarios. FedMABench features 6 datasets with 30+ subsets, 8 federated algorithms, 10+ base models, and over 800 apps across 5 categories, providing a comprehensive framework for evaluating mobile agents across diverse environments. Through extensive experiments, we uncover several key insights: federated algorithms consistently outperform local training; the distribution of specific apps plays a crucial role in heterogeneity; and, even apps from distinct categories can exhibit correlations during training. FedMABench is publicly available at: https://github.com/wwh0411/FedMABench with the datasets at: https://huggingface.co/datasets/wwh0411/FedMABench.
MIDV-500: A Dataset for Identity Documents Analysis and Recognition on Mobile Devices in Video Stream
A lot of research has been devoted to identity documents analysis and recognition on mobile devices. However, no publicly available datasets designed for this particular problem currently exist. There are a few datasets which are useful for associated subtasks but in order to facilitate a more comprehensive scientific and technical approach to identity document recognition more specialized datasets are required. In this paper we present a Mobile Identity Document Video dataset (MIDV-500) consisting of 500 video clips for 50 different identity document types with ground truth which allows to perform research in a wide scope of document analysis problems. The paper presents characteristics of the dataset and evaluation results for existing methods of face detection, text line recognition, and document fields data extraction. Since an important feature of identity documents is their sensitiveness as they contain personal data, all source document images used in MIDV-500 are either in public domain or distributed under public copyright licenses. The main goal of this paper is to present a dataset. However, in addition and as a baseline, we present evaluation results for existing methods for face detection, text line recognition, and document data extraction, using the presented dataset. (The dataset is available for download at ftp://smartengines.com/midv-500/.)
GUI Odyssey: A Comprehensive Dataset for Cross-App GUI Navigation on Mobile Devices
Smartphone users often navigate across multiple applications (apps) to complete tasks such as sharing content between social media platforms. Autonomous Graphical User Interface (GUI) navigation agents can enhance user experience in communication, entertainment, and productivity by streamlining workflows and reducing manual intervention. However, prior GUI agents often trained with datasets comprising simple tasks that can be completed within a single app, leading to poor performance in cross-app navigation. To address this problem, we introduce GUI Odyssey, a comprehensive dataset for training and evaluating cross-app navigation agents. GUI Odyssey consists of 7,735 episodes from 6 mobile devices, spanning 6 types of cross-app tasks, 201 apps, and 1.4K app combos. Leveraging GUI Odyssey, we developed OdysseyAgent, a multimodal cross-app navigation agent by fine-tuning the Qwen-VL model with a history resampling module. Extensive experiments demonstrate OdysseyAgent's superior accuracy compared to existing models. For instance, OdysseyAgent surpasses fine-tuned Qwen-VL and zero-shot GPT-4V by 1.44\% and 55.49\% in-domain accuracy, and 2.29\% and 48.14\% out-of-domain accuracy on average. The dataset and code will be released in https://github.com/OpenGVLab/GUI-Odyssey.
Scalable Video-to-Dataset Generation for Cross-Platform Mobile Agents
Recent advancements in Large Language Models (LLMs) and Vision-Language Models (VLMs) have sparked significant interest in developing GUI visual agents. We introduce MONDAY (Mobile OS Navigation Task Dataset for Agents from YouTube), a large-scale dataset of 313K annotated frames from 20K instructional videos capturing diverse real-world mobile OS navigation across multiple platforms. Models that include MONDAY in their pre-training phases demonstrate robust cross-platform generalization capabilities, consistently outperforming models trained on existing single OS datasets while achieving an average performance gain of 18.11%p on an unseen mobile OS platform. To enable continuous dataset expansion as mobile platforms evolve, we present an automated framework that leverages publicly available video content to create comprehensive task datasets without manual annotation. Our framework comprises robust OCR-based scene detection (95.04% F1score), near-perfect UI element detection (99.87% hit ratio), and novel multi-step action identification to extract reliable action sequences across diverse interface configurations. We contribute both the MONDAY dataset and our automated collection framework to facilitate future research in mobile OS navigation.
OWMM-Agent: Open World Mobile Manipulation With Multi-modal Agentic Data Synthesis
The rapid progress of navigation, manipulation, and vision models has made mobile manipulators capable in many specialized tasks. However, the open-world mobile manipulation (OWMM) task remains a challenge due to the need for generalization to open-ended instructions and environments, as well as the systematic complexity to integrate high-level decision making with low-level robot control based on both global scene understanding and current agent state. To address this complexity, we propose a novel multi-modal agent architecture that maintains multi-view scene frames and agent states for decision-making and controls the robot by function calling. A second challenge is the hallucination from domain shift. To enhance the agent performance, we further introduce an agentic data synthesis pipeline for the OWMM task to adapt the VLM model to our task domain with instruction fine-tuning. We highlight our fine-tuned OWMM-VLM as the first dedicated foundation model for mobile manipulators with global scene understanding, robot state tracking, and multi-modal action generation in a unified model. Through experiments, we demonstrate that our model achieves SOTA performance compared to other foundation models including GPT-4o and strong zero-shot generalization in real world. The project page is at https://github.com/HHYHRHY/OWMM-Agent
MagicGUI: A Foundational Mobile GUI Agent with Scalable Data Pipeline and Reinforcement Fine-tuning
This paper presents MagicGUI, a foundational mobile GUI agent designed to address critical challenges in perception, grounding, and reasoning within real-world mobile GUI environments. The framework is underpinned by following six key components: (1) a comprehensive and accurate dataset, constructed via the scalable GUI Data Pipeline, which aggregates the largest and most diverse GUI-centric multimodal data to date from open-source repositories, automated crawling, and targeted manual annotation; (2) enhanced perception and grounding capabilities, facilitating fine-grained multimodal alignment for UI element referencing, grounding, and screen comprehension; (3) a comprehensive and unified action space, encompassing both fundamental UI operations and complex interactive intents to support human-agent interactions; (4) planning-oriented reasoning mechanisms that enable the model to decompose complex user instructions into sequential actions with explicit intermediate meta-paln reasoning; (5) an iterative two-stage training procedure, combining large-scale continue pre-training on 7.8M samples with reinforcement fine-tuning utilizing a spatially enhanced composite reward and dual filtering strategy; and (6) competitive performance on both the proprietary Magic-RICH benchmark and over a dozen public benchmarks, achieving superior performance across GUI perception and agent tasks, while demonstrating robust generalization and real-world deployment potential in practical mobile GUI scenarios, as detailed in Figure 1.
From Classification to Clinical Insights: Towards Analyzing and Reasoning About Mobile and Behavioral Health Data With Large Language Models
Passively collected behavioral health data from ubiquitous sensors holds significant promise to provide mental health professionals insights from patient's daily lives; however, developing analysis tools to use this data in clinical practice requires addressing challenges of generalization across devices and weak or ambiguous correlations between the measured signals and an individual's mental health. To address these challenges, we take a novel approach that leverages large language models (LLMs) to synthesize clinically useful insights from multi-sensor data. We develop chain of thought prompting methods that use LLMs to generate reasoning about how trends in data such as step count and sleep relate to conditions like depression and anxiety. We first demonstrate binary depression classification with LLMs achieving accuracies of 61.1% which exceed the state of the art. While it is not robust for clinical use, this leads us to our key finding: even more impactful and valued than classification is a new human-AI collaboration approach in which clinician experts interactively query these tools and combine their domain expertise and context about the patient with AI generated reasoning to support clinical decision-making. We find models like GPT-4 correctly reference numerical data 75% of the time, and clinician participants express strong interest in using this approach to interpret self-tracking data.
Reality Fusion: Robust Real-time Immersive Mobile Robot Teleoperation with Volumetric Visual Data Fusion
We introduce Reality Fusion, a novel robot teleoperation system that localizes, streams, projects, and merges a typical onboard depth sensor with a photorealistic, high resolution, high framerate, and wide field of view (FoV) rendering of the complex remote environment represented as 3D Gaussian splats (3DGS). Our framework enables robust egocentric and exocentric robot teleoperation in immersive VR, with the 3DGS effectively extending spatial information of a depth sensor with limited FoV and balancing the trade-off between data streaming costs and data visual quality. We evaluated our framework through a user study with 24 participants, which revealed that Reality Fusion leads to significantly better user performance, situation awareness, and user preferences. To support further research and development, we provide an open-source implementation with an easy-to-replicate custom-made telepresence robot, a high-performance virtual reality 3DGS renderer, and an immersive robot control package. (Source code: https://github.com/uhhhci/RealityFusion)
A Large-scale Dataset with Behavior, Attributes, and Content of Mobile Short-video Platform
Short-video platforms show an increasing impact on people's daily lives nowadays, with billions of active users spending plenty of time each day. The interactions between users and online platforms give rise to many scientific problems across computational social science and artificial intelligence. However, despite the rapid development of short-video platforms, currently there are serious shortcomings in existing relevant datasets on three aspects: inadequate user-video feedback, limited user attributes and lack of video content. To address these problems, we provide a large-scale dataset with rich user behavior, attributes and video content from a real mobile short-video platform. This dataset covers 10,000 voluntary users and 153,561 videos, and we conduct four-fold technical validations of the dataset. First, we verify the richness of the behavior and attribute data. Second, we confirm the representing ability of the content features. Third, we provide benchmarking results on recommendation algorithms with our dataset. Finally, we explore the filter bubble phenomenon on the platform using the dataset. We believe the dataset could support the broad research community, including but not limited to user modeling, social science, human behavior understanding, etc. The dataset and code is available at https://github.com/tsinghua-fib-lab/ShortVideo_dataset.
Mobile-MMLU: A Mobile Intelligence Language Understanding Benchmark
Rapid advancements in large language models (LLMs) have increased interest in deploying them on mobile devices for on-device AI applications. Mobile users interact differently with LLMs compared to desktop users, creating unique expectations and data biases. Current benchmark datasets primarily target at server and desktop environments, and there is a notable lack of extensive datasets specifically designed for mobile contexts. Additionally, mobile devices face strict limitations in storage and computing resources, constraining model size and capabilities, thus requiring optimized efficiency and prioritized knowledge. To address these challenges, we introduce Mobile-MMLU, a large-scale benchmark dataset tailored for mobile intelligence. It consists of 16,186 questions across 80 mobile-related fields, designed to evaluate LLM performance in realistic mobile scenarios. A challenging subset, Mobile-MMLU-Pro, provides advanced evaluation similar in size to MMLU-Pro but significantly more difficult than our standard full set. Both benchmarks use multiple-choice, order-invariant questions focused on practical mobile interactions, such as recipe suggestions, travel planning, and essential daily tasks. The dataset emphasizes critical mobile-specific metrics like inference latency, energy consumption, memory usage, and response quality, offering comprehensive insights into model performance under mobile constraints. Moreover, it prioritizes privacy and adaptability, assessing models' ability to perform on-device processing, maintain user privacy, and adapt to personalized usage patterns. Mobile-MMLU family offers a standardized framework for developing and comparing mobile-optimized LLMs, enabling advancements in productivity and decision-making within mobile computing environments. Our code and data are available at: https://github.com/VILA-Lab/Mobile-MMLU.
Mobile User Interface Element Detection Via Adaptively Prompt Tuning
Recent object detection approaches rely on pretrained vision-language models for image-text alignment. However, they fail to detect the Mobile User Interface (MUI) element since it contains additional OCR information, which describes its content and function but is often ignored. In this paper, we develop a new MUI element detection dataset named MUI-zh and propose an Adaptively Prompt Tuning (APT) module to take advantage of discriminating OCR information. APT is a lightweight and effective module to jointly optimize category prompts across different modalities. For every element, APT uniformly encodes its visual features and OCR descriptions to dynamically adjust the representation of frozen category prompts. We evaluate the effectiveness of our plug-and-play APT upon several existing CLIP-based detectors for both standard and open-vocabulary MUI element detection. Extensive experiments show that our method achieves considerable improvements on two datasets. The datasets is available at github.com/antmachineintelligence/MUI-zh.
A Dataset for Interactive Vision-Language Navigation with Unknown Command Feasibility
Vision-language navigation (VLN), in which an agent follows language instruction in a visual environment, has been studied under the premise that the input command is fully feasible in the environment. Yet in practice, a request may not be possible due to language ambiguity or environment changes. To study VLN with unknown command feasibility, we introduce a new dataset Mobile app Tasks with Iterative Feedback (MoTIF), where the goal is to complete a natural language command in a mobile app. Mobile apps provide a scalable domain to study real downstream uses of VLN methods. Moreover, mobile app commands provide instruction for interactive navigation, as they result in action sequences with state changes via clicking, typing, or swiping. MoTIF is the first to include feasibility annotations, containing both binary feasibility labels and fine-grained labels for why tasks are unsatisfiable. We further collect follow-up questions for ambiguous queries to enable research on task uncertainty resolution. Equipped with our dataset, we propose the new problem of feasibility prediction, in which a natural language instruction and multimodal app environment are used to predict command feasibility. MoTIF provides a more realistic app dataset as it contains many diverse environments, high-level goals, and longer action sequences than prior work. We evaluate interactive VLN methods using MoTIF, quantify the generalization ability of current approaches to new app environments, and measure the effect of task feasibility on navigation performance.
Mobile Traffic Classification through Physical Channel Fingerprinting: a Deep Learning Approach
The automatic classification of applications and services is an invaluable feature for new generation mobile networks. Here, we propose and validate algorithms to perform this task, at runtime, from the raw physical channel of an operative mobile network, without having to decode and/or decrypt the transmitted flows. Towards this, we decode Downlink Control Information (DCI) messages carried within the LTE Physical Downlink Control CHannel (PDCCH). DCI messages are sent by the radio cell in clear text and, in this paper, are utilized to classify the applications and services executed at the connected mobile terminals. Two datasets are collected through a large measurement campaign: one labeled, used to train the classification algorithms, and one unlabeled, collected from four radio cells in the metropolitan area of Barcelona, in Spain. Among other approaches, our Convolutional Neural Network (CNN) classifier provides the highest classification accuracy of 99%. The CNN classifier is then augmented with the capability of rejecting sessions whose patterns do not conform to those learned during the training phase, and is subsequently utilized to attain a fine grained decomposition of the traffic for the four monitored radio cells, in an online and unsupervised fashion.
Understanding Mobile GUI: from Pixel-Words to Screen-Sentences
The ubiquity of mobile phones makes mobile GUI understanding an important task. Most previous works in this domain require human-created metadata of screens (e.g. View Hierarchy) during inference, which unfortunately is often not available or reliable enough for GUI understanding. Inspired by the impressive success of Transformers in NLP tasks, targeting for purely vision-based GUI understanding, we extend the concepts of Words/Sentence to Pixel-Words/Screen-Sentence, and propose a mobile GUI understanding architecture: Pixel-Words to Screen-Sentence (PW2SS). In analogy to the individual Words, we define the Pixel-Words as atomic visual components (text and graphic components), which are visually consistent and semantically clear across screenshots of a large variety of design styles. The Pixel-Words extracted from a screenshot are aggregated into Screen-Sentence with a Screen Transformer proposed to model their relations. Since the Pixel-Words are defined as atomic visual components, the ambiguity between their visual appearance and semantics is dramatically reduced. We are able to make use of metadata available in training data to auto-generate high-quality annotations for Pixel-Words. A dataset, RICO-PW, of screenshots with Pixel-Words annotations is built based on the public RICO dataset, which will be released to help to address the lack of high-quality training data in this area. We train a detector to extract Pixel-Words from screenshots on this dataset and achieve metadata-free GUI understanding during inference. We conduct experiments and show that Pixel-Words can be well extracted on RICO-PW and well generalized to a new dataset, P2S-UI, collected by ourselves. The effectiveness of PW2SS is further verified in the GUI understanding tasks including relation prediction, clickability prediction, screen retrieval, and app type classification.
Mobile App Tasks with Iterative Feedback (MoTIF): Addressing Task Feasibility in Interactive Visual Environments
In recent years, vision-language research has shifted to study tasks which require more complex reasoning, such as interactive question answering, visual common sense reasoning, and question-answer plausibility prediction. However, the datasets used for these problems fail to capture the complexity of real inputs and multimodal environments, such as ambiguous natural language requests and diverse digital domains. We introduce Mobile app Tasks with Iterative Feedback (MoTIF), a dataset with natural language commands for the greatest number of interactive environments to date. MoTIF is the first to contain natural language requests for interactive environments that are not satisfiable, and we obtain follow-up questions on this subset to enable research on task uncertainty resolution. We perform initial feasibility classification experiments and only reach an F1 score of 37.3, verifying the need for richer vision-language representations and improved architectures to reason about task feasibility.
CHOP: Mobile Operating Assistant with Constrained High-frequency Optimized Subtask Planning
The advancement of visual language models (VLMs) has enhanced mobile device operations, allowing simulated human-like actions to address user requirements. Current VLM-based mobile operating assistants can be structured into three levels: task, subtask, and action. The subtask level, linking high-level goals with low-level executable actions, is crucial for task completion but faces two challenges: ineffective subtasks that lower-level agent cannot execute and inefficient subtasks that fail to contribute to the completion of the higher-level task. These challenges stem from VLM's lack of experience in decomposing subtasks within GUI scenarios in multi-agent architecture. To address these, we propose a new mobile assistant architecture with constrained high-frequency o}ptimized planning (CHOP). Our approach overcomes the VLM's deficiency in GUI scenarios planning by using human-planned subtasks as the basis vector. We evaluate our architecture in both English and Chinese contexts across 20 Apps, demonstrating significant improvements in both effectiveness and efficiency. Our dataset and code is available at https://github.com/Yuqi-Zhou/CHOP
Mobile-Agent-v3: Foundamental Agents for GUI Automation
This paper introduces GUI-Owl, a foundational GUI agent model that achieves state-of-the-art performance among open-source end-to-end models on ten GUI benchmarks across desktop and mobile environments, covering grounding, question answering, planning, decision-making, and procedural knowledge. GUI-Owl-7B achieves 66.4 on AndroidWorld and 29.4 on OSWorld. Building on this, we propose Mobile-Agent-v3, a general-purpose GUI agent framework that further improves performance to 73.3 on AndroidWorld and 37.7 on OSWorld, setting a new state-of-the-art for open-source GUI agent frameworks. GUI-Owl incorporates three key innovations: (1) Large-scale Environment Infrastructure: a cloud-based virtual environment spanning Android, Ubuntu, macOS, and Windows, enabling our Self-Evolving GUI Trajectory Production framework. This generates high-quality interaction data via automated query generation and correctness validation, leveraging GUI-Owl to refine trajectories iteratively, forming a self-improving loop. It supports diverse data pipelines and reduces manual annotation. (2) Diverse Foundational Agent Capabilities: by integrating UI grounding, planning, action semantics, and reasoning patterns, GUI-Owl supports end-to-end decision-making and can act as a modular component in multi-agent systems. (3) Scalable Environment RL: we develop a scalable reinforcement learning framework with fully asynchronous training for real-world alignment. We also introduce Trajectory-aware Relative Policy Optimization (TRPO) for online RL, achieving 34.9 on OSWorld. GUI-Owl and Mobile-Agent-v3 are open-sourced at https://github.com/X-PLUG/MobileAgent.
ReachAgent: Enhancing Mobile Agent via Page Reaching and Operation
Recently, mobile AI agents have gained increasing attention. Given a task, mobile AI agents can interact with mobile devices in multiple steps and finally form a GUI flow that solves the task. However, existing agents tend to focus on most task-relevant elements at each step, leading to local optimal solutions and ignoring the overall GUI flow. To address this issue, we constructed a training dataset called MobileReach, which breaks the task into page reaching and operation subtasks. Furthermore, we propose ReachAgent, a two-stage framework that focuses on improving its task-completion abilities. It utilizes the page reaching and page operation subtasks, along with reward-based preference GUI flows, to further enhance the agent. Experimental results show that ReachAgent significantly improves the IoU Acc and Text Acc by 7.12% and 7.69% on the step-level and 4.72% and 4.63% on the task-level compared to the SOTA agent. Our data and code will be released upon acceptance.
Tiny Robotics Dataset and Benchmark for Continual Object Detection
Detecting objects in mobile robotics is crucial for numerous applications, from autonomous navigation to inspection. However, robots are often required to perform tasks in different domains with respect to the training one and need to adapt to these changes. Tiny mobile robots, subject to size, power, and computational constraints, encounter even more difficulties in running and adapting these algorithms. Such adaptability, though, is crucial for real-world deployment, where robots must operate effectively in dynamic and unpredictable settings. In this work, we introduce a novel benchmark to evaluate the continual learning capabilities of object detection systems in tiny robotic platforms. Our contributions include: (i) Tiny Robotics Object Detection (TiROD), a comprehensive dataset collected using a small mobile robot, designed to test the adaptability of object detectors across various domains and classes; (ii) an evaluation of state-of-the-art real-time object detectors combined with different continual learning strategies on this dataset, providing detailed insights into their performance and limitations; and (iii) we publish the data and the code to replicate the results to foster continuous advancements in this field. Our benchmark results indicate key challenges that must be addressed to advance the development of robust and efficient object detection systems for tiny robotics.
TACK Tunnel Data (TTD): A Benchmark Dataset for Deep Learning-Based Defect Detection in Tunnels
Tunnels are essential elements of transportation infrastructure, but are increasingly affected by ageing and deterioration mechanisms such as cracking. Regular inspections are required to ensure their safety, yet traditional manual procedures are time-consuming, subjective, and costly. Recent advances in mobile mapping systems and Deep Learning (DL) enable automated visual inspections. However, their effectiveness is limited by the scarcity of tunnel datasets. This paper introduces a new publicly available dataset containing annotated images of three different tunnel linings, capturing typical defects: cracks, leaching, and water infiltration. The dataset is designed to support supervised, semi-supervised, and unsupervised DL methods for defect detection and segmentation. Its diversity in texture and construction techniques also enables investigation of model generalization and transferability across tunnel types. By addressing the critical lack of domain-specific data, this dataset contributes to advancing automated tunnel inspection and promoting safer, more efficient infrastructure maintenance strategies.
AgentCPM-GUI: Building Mobile-Use Agents with Reinforcement Fine-Tuning
The recent progress of large language model agents has opened new possibilities for automating tasks through graphical user interfaces (GUIs), especially in mobile environments where intelligent interaction can greatly enhance usability. However, practical deployment of such agents remains constrained by several key challenges. Existing training data is often noisy and lack semantic diversity, which hinders the learning of precise grounding and planning. Models trained purely by imitation tend to overfit to seen interface patterns and fail to generalize in unfamiliar scenarios. Moreover, most prior work focuses on English interfaces while overlooks the growing diversity of non-English applications such as those in the Chinese mobile ecosystem. In this work, we present AgentCPM-GUI, an 8B-parameter GUI agent built for robust and efficient on-device GUI interaction. Our training pipeline includes grounding-aware pre-training to enhance perception, supervised fine-tuning on high-quality Chinese and English trajectories to imitate human-like actions, and reinforcement fine-tuning with GRPO to improve reasoning capability. We also introduce a compact action space that reduces output length and supports low-latency execution on mobile devices. AgentCPM-GUI achieves state-of-the-art performance on five public benchmarks and a new Chinese GUI benchmark called CAGUI, reaching 96.9% Type-Match and 91.3% Exact-Match. To facilitate reproducibility and further research, we publicly release all code, model checkpoint, and evaluation data.
T-FREX: A Transformer-based Feature Extraction Method from Mobile App Reviews
Mobile app reviews are a large-scale data source for software-related knowledge generation activities, including software maintenance, evolution and feedback analysis. Effective extraction of features (i.e., functionalities or characteristics) from these reviews is key to support analysis on the acceptance of these features, identification of relevant new feature requests and prioritization of feature development, among others. Traditional methods focus on syntactic pattern-based approaches, typically context-agnostic, evaluated on a closed set of apps, difficult to replicate and limited to a reduced set and domain of apps. Meanwhile, the pervasiveness of Large Language Models (LLMs) based on the Transformer architecture in software engineering tasks lays the groundwork for empirical evaluation of the performance of these models to support feature extraction. In this study, we present T-FREX, a Transformer-based, fully automatic approach for mobile app review feature extraction. First, we collect a set of ground truth features from users in a real crowdsourced software recommendation platform and transfer them automatically into a dataset of app reviews. Then, we use this newly created dataset to fine-tune multiple LLMs on a named entity recognition task under different data configurations. We assess the performance of T-FREX with respect to this ground truth, and we complement our analysis by comparing T-FREX with a baseline method from the field. Finally, we assess the quality of new features predicted by T-FREX through an external human evaluation. Results show that T-FREX outperforms on average the traditional syntactic-based method, especially when discovering new features from a domain for which the model has been fine-tuned.
MTevent: A Multi-Task Event Camera Dataset for 6D Pose Estimation and Moving Object Detection
Mobile robots are reaching unprecedented speeds, with platforms like Unitree B2, and Fraunhofer O3dyn achieving maximum speeds between 5 and 10 m/s. However, effectively utilizing such speeds remains a challenge due to the limitations of RGB cameras, which suffer from motion blur and fail to provide real-time responsiveness. Event cameras, with their asynchronous operation, and low-latency sensing, offer a promising alternative for high-speed robotic perception. In this work, we introduce MTevent, a dataset designed for 6D pose estimation and moving object detection in highly dynamic environments with large detection distances. Our setup consists of a stereo-event camera and an RGB camera, capturing 75 scenes, each on average 16 seconds, and featuring 16 unique objects under challenging conditions such as extreme viewing angles, varying lighting, and occlusions. MTevent is the first dataset to combine high-speed motion, long-range perception, and real-world object interactions, making it a valuable resource for advancing event-based vision in robotics. To establish a baseline, we evaluate the task of 6D pose estimation using NVIDIA's FoundationPose on RGB images, achieving an Average Recall of 0.22 with ground-truth masks, highlighting the limitations of RGB-based approaches in such dynamic settings. With MTevent, we provide a novel resource to improve perception models and foster further research in high-speed robotic vision. The dataset is available for download https://huggingface.co/datasets/anas-gouda/MTevent
Time-Aware Auto White Balance in Mobile Photography
Cameras rely on auto white balance (AWB) to correct undesirable color casts caused by scene illumination and the camera's spectral sensitivity. This is typically achieved using an illuminant estimator that determines the global color cast solely from the color information in the camera's raw sensor image. Mobile devices provide valuable additional metadata-such as capture timestamp and geolocation-that offers strong contextual clues to help narrow down the possible illumination solutions. This paper proposes a lightweight illuminant estimation method that incorporates such contextual metadata, along with additional capture information and image colors, into a compact model (~5K parameters), achieving promising results, matching or surpassing larger models. To validate our method, we introduce a dataset of 3,224 smartphone images with contextual metadata collected at various times of day and under diverse lighting conditions. The dataset includes ground-truth illuminant colors, determined using a color chart, and user-preferred illuminants validated through a user study, providing a comprehensive benchmark for AWB evaluation.
Widget Captioning: Generating Natural Language Description for Mobile User Interface Elements
Natural language descriptions of user interface (UI) elements such as alternative text are crucial for accessibility and language-based interaction in general. Yet, these descriptions are constantly missing in mobile UIs. We propose widget captioning, a novel task for automatically generating language descriptions for UI elements from multimodal input including both the image and the structural representations of user interfaces. We collected a large-scale dataset for widget captioning with crowdsourcing. Our dataset contains 162,859 language phrases created by human workers for annotating 61,285 UI elements across 21,750 unique UI screens. We thoroughly analyze the dataset, and train and evaluate a set of deep model configurations to investigate how each feature modality as well as the choice of learning strategies impact the quality of predicted captions. The task formulation and the dataset as well as our benchmark models contribute a solid basis for this novel multimodal captioning task that connects language and user interfaces.
A Mobile Robot Generating Video Summaries of Seniors' Indoor Activities
We develop a system which generates summaries from seniors' indoor-activity videos captured by a social robot to help remote family members know their seniors' daily activities at home. Unlike the traditional video summarization datasets, indoor videos captured from a moving robot poses additional challenges, namely, (i) the video sequences are very long (ii) a significant number of video-frames contain no-subject or with subjects at ill-posed locations and scales (iii) most of the well-posed frames contain highly redundant information. To address this problem, we propose to exploit pose estimation for detecting people in frames. This guides the robot to follow the user and capture effective videos. We use person identification to distinguish a target senior from other people. We also make use of action recognition to analyze seniors' major activities at different moments, and develop a video summarization method to select diverse and representative keyframes as summaries.
Mobile-Agent-v2: Mobile Device Operation Assistant with Effective Navigation via Multi-Agent Collaboration
Mobile device operation tasks are increasingly becoming a popular multi-modal AI application scenario. Current Multi-modal Large Language Models (MLLMs), constrained by their training data, lack the capability to function effectively as operation assistants. Instead, MLLM-based agents, which enhance capabilities through tool invocation, are gradually being applied to this scenario. However, the two major navigation challenges in mobile device operation tasks, task progress navigation and focus content navigation, are significantly complicated under the single-agent architecture of existing work. This is due to the overly long token sequences and the interleaved text-image data format, which limit performance. To address these navigation challenges effectively, we propose Mobile-Agent-v2, a multi-agent architecture for mobile device operation assistance. The architecture comprises three agents: planning agent, decision agent, and reflection agent. The planning agent generates task progress, making the navigation of history operations more efficient. To retain focus content, we design a memory unit that updates with task progress. Additionally, to correct erroneous operations, the reflection agent observes the outcomes of each operation and handles any mistakes accordingly. Experimental results indicate that Mobile-Agent-v2 achieves over a 30% improvement in task completion compared to the single-agent architecture of Mobile-Agent. The code is open-sourced at https://github.com/X-PLUG/MobileAgent.
Does Chain-of-Thought Reasoning Help Mobile GUI Agent? An Empirical Study
Reasoning capabilities have significantly improved the performance of vision-language models (VLMs) in domains such as mathematical problem-solving, coding, and visual question-answering. However, their impact on real-world applications remains unclear. This paper presents the first empirical study on the effectiveness of reasoning-enabled VLMs in mobile GUI agents, a domain that requires interpreting complex screen layouts, understanding user instructions, and executing multi-turn interactions. We evaluate two pairs of commercial models--Gemini 2.0 Flash and Claude 3.7 Sonnet--comparing their base and reasoning-enhanced versions across two static benchmarks (ScreenSpot and AndroidControl) and one interactive environment (AndroidWorld). We surprisingly find the Claude 3.7 Sonnet reasoning model achieves state-of-the-art performance on AndroidWorld. However, reasoning VLMs generally offer marginal improvements over non-reasoning models on static benchmarks and even degrade performance in some agent setups. Notably, reasoning and non-reasoning VLMs fail on different sets of tasks, suggesting that reasoning does have an impact, but its benefits and drawbacks counterbalance each other. We attribute these inconsistencies to the limitations of benchmarks and VLMs. Based on the findings, we provide insights for further enhancing mobile GUI agents in terms of benchmarks, VLMs, and their adaptability in dynamically invoking reasoning VLMs. The experimental data are publicly available at https://github.com/LlamaTouch/VLM-Reasoning-Traces.
DroidCall: A Dataset for LLM-powered Android Intent Invocation
The growing capabilities of large language models in natural language understanding significantly strengthen existing agentic systems. To power performant on-device mobile agents for better data privacy, we introduce DroidCall, the first training and testing dataset for accurate Android intent invocation. With a highly flexible and reusable data generation pipeline, we constructed 10k samples in DroidCall. Given a task instruction in natural language, small language models such as Qwen2.5-3B and Gemma2-2B fine-tuned with DroidCall can approach or even surpass the capabilities of GPT-4o for accurate Android intent invocation. We also provide an end-to-end Android app equipped with these fine-tuned models to demonstrate the Android intent invocation process. The code and dataset are available at https://github.com/UbiquitousLearning/DroidCall.
MobileAgent: enhancing mobile control via human-machine interaction and SOP integration
Agents centered around Large Language Models (LLMs) are now capable of automating mobile device operations for users. After fine-tuning to learn a user's mobile operations, these agents can adhere to high-level user instructions online. They execute tasks such as goal decomposition, sequencing of sub-goals, and interactive environmental exploration, until the final objective is achieved. However, privacy concerns related to personalized user data arise during mobile operations, requiring user confirmation. Moreover, users' real-world operations are exploratory, with action data being complex and redundant, posing challenges for agent learning. To address these issues, in our practical application, we have designed interactive tasks between agents and humans to identify sensitive information and align with personalized user needs. Additionally, we integrated Standard Operating Procedure (SOP) information within the model's in-context learning to enhance the agent's comprehension of complex task execution. Our approach is evaluated on the new device control benchmark AitW, which encompasses 30K unique instructions across multi-step tasks, including application operation, web searching, and web shopping. Experimental results show that the SOP-based agent achieves state-of-the-art performance in LLMs without incurring additional inference costs, boasting an overall action success rate of 66.92\%. The code and data examples are available at https://github.com/alipay/mobile-agent.
An Accelerometer Based Calculator for Visually Impaired People Using Mobile Devices
Recent trend of touch-screen devices produces an accessibility barrier for visually impaired people. On the other hand, these devices come with sensors such as accelerometer. This calls for new approaches to human computer interface (HCI). In this study, our aim is to find an alternative approach to classify 20 different hand gestures captured by iPhone 3GS's built-in accelerometer and make high accuracy on user-independent classifications using Dynamic Time Warping (DTW) with dynamic warping window sizes. 20 gestures with 1,100 gesture data are collected from 15 normal-visioned people. This data set is used for training. Experiment-1 based on this data set produced an accuracy rate of 96.7~\%. In order for visually impaired people to use the system, a gesture recognition based "talking" calculator is implemented. In Experiment-2, 4 visually impaired end-users used the calculator and obtained 95.5~\% accuracy rate among 17 gestures with 720 gesture data totally. Contributions of the techniques to the end result is also investigated. Dynamic warping window size is found to be the most effective one. The data and the code is available.
Communication-Efficient Learning of Deep Networks from Decentralized Data
Modern mobile devices have access to a wealth of data suitable for learning models, which in turn can greatly improve the user experience on the device. For example, language models can improve speech recognition and text entry, and image models can automatically select good photos. However, this rich data is often privacy sensitive, large in quantity, or both, which may preclude logging to the data center and training there using conventional approaches. We advocate an alternative that leaves the training data distributed on the mobile devices, and learns a shared model by aggregating locally-computed updates. We term this decentralized approach Federated Learning. We present a practical method for the federated learning of deep networks based on iterative model averaging, and conduct an extensive empirical evaluation, considering five different model architectures and four datasets. These experiments demonstrate the approach is robust to the unbalanced and non-IID data distributions that are a defining characteristic of this setting. Communication costs are the principal constraint, and we show a reduction in required communication rounds by 10-100x as compared to synchronized stochastic gradient descent.
Ferret-UI: Grounded Mobile UI Understanding with Multimodal LLMs
Recent advancements in multimodal large language models (MLLMs) have been noteworthy, yet, these general-domain MLLMs often fall short in their ability to comprehend and interact effectively with user interface (UI) screens. In this paper, we present Ferret-UI, a new MLLM tailored for enhanced understanding of mobile UI screens, equipped with referring, grounding, and reasoning capabilities. Given that UI screens typically exhibit a more elongated aspect ratio and contain smaller objects of interest (e.g., icons, texts) than natural images, we incorporate "any resolution" on top of Ferret to magnify details and leverage enhanced visual features. Specifically, each screen is divided into 2 sub-images based on the original aspect ratio (i.e., horizontal division for portrait screens and vertical division for landscape screens). Both sub-images are encoded separately before being sent to LLMs. We meticulously gather training samples from an extensive range of elementary UI tasks, such as icon recognition, find text, and widget listing. These samples are formatted for instruction-following with region annotations to facilitate precise referring and grounding. To augment the model's reasoning ability, we further compile a dataset for advanced tasks, including detailed description, perception/interaction conversations, and function inference. After training on the curated datasets, Ferret-UI exhibits outstanding comprehension of UI screens and the capability to execute open-ended instructions. For model evaluation, we establish a comprehensive benchmark encompassing all the aforementioned tasks. Ferret-UI excels not only beyond most open-source UI MLLMs, but also surpasses GPT-4V on all the elementary UI tasks.
LearnAct: Few-Shot Mobile GUI Agent with a Unified Demonstration Benchmark
Mobile GUI agents show promise in automating tasks but face generalization challenges in diverse real-world scenarios. Traditional approaches using pre-training or fine-tuning with massive datasets struggle with the diversity of mobile applications and user-specific tasks. We propose enhancing mobile GUI agent capabilities through human demonstrations, focusing on improving performance in unseen scenarios rather than pursuing universal generalization through larger datasets. To realize this paradigm, we introduce LearnGUI, the first comprehensive dataset specifically designed for studying demonstration-based learning in mobile GUI agents, comprising 2,252 offline tasks and 101 online tasks with high-quality human demonstrations. We further develop LearnAct, a sophisticated multi-agent framework that automatically extracts knowledge from demonstrations to enhance task completion. This framework integrates three specialized agents: DemoParser for knowledge extraction, KnowSeeker for relevant knowledge retrieval, and ActExecutor for demonstration-enhanced task execution. Our experimental results show significant performance gains in both offline and online evaluations. In offline assessments, a single demonstration improves model performance, increasing Gemini-1.5-Pro's accuracy from 19.3% to 51.7%. In online evaluations, our framework enhances UI-TARS-7B-SFT's task success rate from 18.1% to 32.8%. LearnAct framework and LearnGUI benchmark establish demonstration-based learning as a promising direction for more adaptable, personalized, and deployable mobile GUI agents.
DigiData: Training and Evaluating General-Purpose Mobile Control Agents
AI agents capable of controlling user interfaces have the potential to transform human interaction with digital devices. To accelerate this transformation, two fundamental building blocks are essential: high-quality datasets that enable agents to achieve complex and human-relevant goals, and robust evaluation methods that allow researchers and practitioners to rapidly enhance agent performance. In this paper, we introduce DigiData, a large-scale, high-quality, diverse, multi-modal dataset designed for training mobile control agents. Unlike existing datasets, which derive goals from unstructured interactions, DigiData is meticulously constructed through comprehensive exploration of app features, resulting in greater diversity and higher goal complexity. Additionally, we present DigiData-Bench, a benchmark for evaluating mobile control agents on real-world complex tasks. We demonstrate that the commonly used step-accuracy metric falls short in reliably assessing mobile control agents and, to address this, we propose dynamic evaluation protocols and AI-powered evaluations as rigorous alternatives for agent assessment. Our contributions aim to significantly advance the development of mobile control agents, paving the way for more intuitive and effective human-device interactions.
Mobile-R1: Towards Interactive Reinforcement Learning for VLM-Based Mobile Agent via Task-Level Rewards
Vision-language model-based mobile agents have gained the ability to not only understand complex instructions and mobile screenshots, but also optimize their action outputs via thinking and reasoning, benefiting from reinforcement learning, such as Group Relative Policy Optimization (GRPO). However, existing research centers on offline reinforcement learning training or online optimization using action-level rewards, which limits the agent's dynamic interaction with the environment. This often results in agents settling into local optima, thereby weakening their ability for exploration and error action correction. To address these challenges, we introduce an approach called Mobile-R1, which employs interactive multi-turn reinforcement learning with task-level rewards for mobile agents. Our training framework consists of three stages: initial format finetuning, single-step online training via action-level reward, followed by online training via task-level reward based on multi-turn trajectories. This strategy is designed to enhance the exploration and error correction capabilities of Mobile-R1, leading to significant performance improvements. Moreover, we have collected a dataset covering 28 Chinese applications with 24,521 high-quality manual annotations and established a new benchmark with 500 trajectories. We will open source all resources, including the dataset, benchmark, model weight, and codes: https://mobile-r1.github.io/Mobile-R1/.
Vision-driven Automated Mobile GUI Testing via Multimodal Large Language Model
With the advancement of software rendering techniques, GUI pages in mobile apps now encompass a wealth of visual information, where the visual semantics of each page contribute to the overall app logic, presenting new challenges to software testing. Despite the progress in automated Graphical User Interface (GUI) testing, the absence of testing oracles has constrained its efficacy to identify only crash bugs with evident abnormal signals. Nonetheless, there are still a considerable number of non-crash bugs, ranging from unexpected behaviors to misalignments, often evading detection by existing techniques. While these bugs can exhibit visual cues that serve as potential testing oracles, they often entail a sequence of screenshots, and detecting them necessitates an understanding of the operational logic among GUI page transitions, which is challenging traditional techniques. Considering the remarkable performance of Multimodal Large Language Models (MLLM) in visual and language understanding, this paper proposes a vision-driven automated GUI testing approach VisionDroid to detect non-crash functional bugs with MLLM. It begins by extracting GUI text information and aligning it with screenshots to form a vision prompt, enabling MLLM to understand GUI context. The function-aware explorer then employs MLLM for deeper and function-oriented GUI page exploration, while the logic-aware bug detector segments the entire exploration history into logically cohesive parts and prompts the MLLM for bug detection. We evaluate VisionDroid on three datasets and compare it with 10 baselines, demonstrating its excellent performance. The ablation study further proves the contribution of each module. Moreover, VisionDroid identifies 29 new bugs on Google Play, of which 19 have been confirmed and fixed.
E-ANT: A Large-Scale Dataset for Efficient Automatic GUI NavigaTion
Online GUI navigation on mobile devices has driven a lot of attention recent years since it contributes to many real-world applications. With the rapid development of large language models (LLM), multimodal large language models (MLLM) have tremendous potential on this task. However, existing MLLMs need high quality data to improve its abilities of making the correct navigation decisions according to the human user inputs. In this paper, we developed a novel and highly valuable dataset, named E-ANT, as the first Chinese GUI navigation dataset that contains real human behaviour and high quality screenshots with annotations, containing nearly 40,000 real human traces over 5000+ different tinyAPPs. Furthermore, we evaluate various powerful MLLMs on E-ANT and show their experiments results with sufficient ablations. We believe that our proposed dataset will be beneficial for both the evaluation and development of GUI navigation and LLM/MLLM decision-making capabilities.
Quranic Audio Dataset: Crowdsourced and Labeled Recitation from Non-Arabic Speakers
This paper addresses the challenge of learning to recite the Quran for non-Arabic speakers. We explore the possibility of crowdsourcing a carefully annotated Quranic dataset, on top of which AI models can be built to simplify the learning process. In particular, we use the volunteer-based crowdsourcing genre and implement a crowdsourcing API to gather audio assets. We integrated the API into an existing mobile application called NamazApp to collect audio recitations. We developed a crowdsourcing platform called Quran Voice for annotating the gathered audio assets. As a result, we have collected around 7000 Quranic recitations from a pool of 1287 participants across more than 11 non-Arabic countries, and we have annotated 1166 recitations from the dataset in six categories. We have achieved a crowd accuracy of 0.77, an inter-rater agreement of 0.63 between the annotators, and 0.89 between the labels assigned by the algorithm and the expert judgments.
GUing: A Mobile GUI Search Engine using a Vision-Language Model
App developers use the Graphical User Interface (GUI) of other apps as an important source of inspiration to design and improve their own apps. In recent years, research suggested various approaches to retrieve GUI designs that fit a certain text query from screenshot datasets acquired through automated GUI exploration. However, such text-to-GUI retrieval approaches only leverage the textual information of the GUI elements in the screenshots, neglecting visual information such as icons or background images. In addition, the retrieved screenshots are not steered by app developers and often lack important app features, e.g. whose UI pages require user authentication. To overcome these limitations, this paper proposes GUing, a GUI search engine based on a vision-language model called UIClip, which we trained specifically for the app GUI domain. For this, we first collected app introduction images from Google Play, which usually display the most representative screenshots selected and often captioned (i.e. labeled) by app vendors. Then, we developed an automated pipeline to classify, crop, and extract the captions from these images. This finally results in a large dataset which we share with this paper: including 303k app screenshots, out of which 135k have captions. We used this dataset to train a novel vision-language model, which is, to the best of our knowledge, the first of its kind in GUI retrieval. We evaluated our approach on various datasets from related work and in manual experiment. The results demonstrate that our model outperforms previous approaches in text-to-GUI retrieval achieving a Recall@10 of up to 0.69 and a HIT@10 of 0.91. We also explored the performance of UIClip for other GUI tasks including GUI classification and Sketch-to-GUI retrieval with encouraging results.
LlamaTouch: A Faithful and Scalable Testbed for Mobile UI Task Automation
The emergent large language/multimodal models facilitate the evolution of mobile agents, especially in mobile UI task automation. However, existing evaluation approaches, which rely on human validation or established datasets to compare agent-predicted actions with predefined action sequences, are unscalable and unfaithful. To overcome these limitations, this paper presents LlamaTouch, a testbed for on-device mobile UI task execution and faithful, scalable task evaluation. By observing that the task execution process only transfers UI states, LlamaTouch employs a novel evaluation approach that only assesses whether an agent traverses all manually annotated, essential application/system states. LlamaTouch comprises three key techniques: (1) On-device task execution that enables mobile agents to interact with realistic mobile environments for task execution. (2) Fine-grained UI component annotation that merges pixel-level screenshots and textual screen hierarchies to explicitly identify and precisely annotate essential UI components with a rich set of designed annotation primitives. (3) A multi-level application state matching algorithm that utilizes exact and fuzzy matching to accurately detect critical information in each screen, even with unpredictable UI layout/content dynamics. LlamaTouch currently incorporates four mobile agents and 496 tasks, encompassing both tasks in the widely-used datasets and our self-constructed ones to cover more diverse mobile applications. Evaluation results demonstrate LlamaTouch's high faithfulness of evaluation in real-world mobile environments and its better scalability than human validation. LlamaTouch also enables easy task annotation and integration of new mobile agents. Code and dataset are publicly available at https://github.com/LlamaTouch/LlamaTouch.
Enhancing Mobile Privacy and Security: A Face Skin Patch-Based Anti-Spoofing Approach
As Facial Recognition System(FRS) is widely applied in areas such as access control and mobile payments due to its convenience and high accuracy. The security of facial recognition is also highly regarded. The Face anti-spoofing system(FAS) for face recognition is an important component used to enhance the security of face recognition systems. Traditional FAS used images containing identity information to detect spoofing traces, however there is a risk of privacy leakage during the transmission and storage of these images. Besides, the encryption and decryption of these privacy-sensitive data takes too long compared to inference time by FAS model. To address the above issues, we propose a face anti-spoofing algorithm based on facial skin patches leveraging pure facial skin patch images as input, which contain no privacy information, no encryption or decryption is needed for these images. We conduct experiments on several public datasets, the results prove that our algorithm has demonstrated superiority in both accuracy and speed.
META-GUI: Towards Multi-modal Conversational Agents on Mobile GUI
Task-oriented dialogue (TOD) systems have been widely used by mobile phone intelligent assistants to accomplish tasks such as calendar scheduling or hotel reservation. Current TOD systems usually focus on multi-turn text/speech interaction, then they would call back-end APIs designed for TODs to perform the task. However, this API-based architecture greatly limits the information-searching capability of intelligent assistants and may even lead to task failure if TOD-specific APIs are not available or the task is too complicated to be executed by the provided APIs. In this paper, we propose a new TOD architecture: GUI-based task-oriented dialogue system (GUI-TOD). A GUI-TOD system can directly perform GUI operations on real APPs and execute tasks without invoking TOD-specific backend APIs. Furthermore, we release META-GUI, a dataset for training a Multi-modal convErsaTional Agent on mobile GUI. We also propose a multi-model action prediction and response model, which show promising results on META-GUI. The dataset, codes and leaderboard are publicly available.
Post Quantum Secure Blockchain-based Federated Learning for Mobile Edge Computing
Mobile Edge Computing (MEC) has been a promising paradigm for communicating and edge processing of data on the move. We aim to employ Federated Learning (FL) and prominent features of blockchain into MEC architecture such as connected autonomous vehicles to enable complete decentralization, immutability, and rewarding mechanisms simultaneously. FL is advantageous for mobile devices with constrained connectivity since it requires model updates to be delivered to a central point instead of substantial amounts of data communication. For instance, FL in autonomous, connected vehicles can increase data diversity and allow model customization, and predictions are possible even when the vehicles are not connected (by exploiting their local models) for short times. However, existing synchronous FL and Blockchain incur extremely high communication costs due to mobility-induced impairments and do not apply directly to MEC networks. We propose a fully asynchronous Blockchained Federated Learning (BFL) framework referred to as BFL-MEC, in which the mobile clients and their models evolve independently yet guarantee stability in the global learning process. More importantly, we employ post-quantum secure features over BFL-MEC to verify the client's identity and defend against malicious attacks. All of our design assumptions and results are evaluated with extensive simulations.
MOBIUS: Big-to-Mobile Universal Instance Segmentation via Multi-modal Bottleneck Fusion and Calibrated Decoder Pruning
Scaling up model size and training data has advanced foundation models for instance-level perception, achieving state-of-the-art in-domain and zero-shot performance across object detection and segmentation. However, their high computational cost limits adoption on resource-constrained platforms. We first examine the limitations of existing architectures in enabling efficient edge deployment without compromising performance. We then introduce MOBIUS, a family of foundation models for universal instance segmentation, designed for Pareto-optimal downscaling to support deployment across devices ranging from high-end accelerators to mobile hardware. To reduce training and inference demands, we propose: (i) a bottleneck pixel decoder for efficient multi-scale and multi-modal fusion, (ii) a language-guided uncertainty calibration loss for adaptive decoder pruning, and (iii) a streamlined, unified training strategy. Unlike efficient baselines that trade accuracy for reduced complexity, MOBIUS reduces pixel and transformer decoder FLOPs by up to 55% and 75%, respectively, while maintaining state-of-the-art performance in just a third of the training iterations. MOBIUS establishes a new benchmark for efficient segmentation on both high-performance computing platforms and mobile devices.
MoMa-Kitchen: A 100K+ Benchmark for Affordance-Grounded Last-Mile Navigation in Mobile Manipulation
In mobile manipulation, navigation and manipulation are often treated as separate problems, resulting in a significant gap between merely approaching an object and engaging with it effectively. Many navigation approaches primarily define success by proximity to the target, often overlooking the necessity for optimal positioning that facilitates subsequent manipulation. To address this, we introduce MoMa-Kitchen, a benchmark dataset comprising over 100k samples that provide training data for models to learn optimal final navigation positions for seamless transition to manipulation. Our dataset includes affordance-grounded floor labels collected from diverse kitchen environments, in which robotic mobile manipulators of different models attempt to grasp target objects amidst clutter. Using a fully automated pipeline, we simulate diverse real-world scenarios and generate affordance labels for optimal manipulation positions. Visual data are collected from RGB-D inputs captured by a first-person view camera mounted on the robotic arm, ensuring consistency in viewpoint during data collection. We also develop a lightweight baseline model, NavAff, for navigation affordance grounding that demonstrates promising performance on the MoMa-Kitchen benchmark. Our approach enables models to learn affordance-based final positioning that accommodates different arm types and platform heights, thereby paving the way for more robust and generalizable integration of navigation and manipulation in embodied AI. Project page: https://momakitchen.github.io/{https://momakitchen.github.io/}.
RoboSense: Large-scale Dataset and Benchmark for Egocentric Robot Perception and Navigation in Crowded and Unstructured Environments
Reliable embodied perception from an egocentric perspective is challenging yet essential for autonomous navigation technology of intelligent mobile agents. With the growing demand of social robotics, near-field scene understanding becomes an important research topic in the areas of egocentric perceptual tasks related to navigation in both crowded and unstructured environments. Due to the complexity of environmental conditions and difficulty of surrounding obstacles owing to truncation and occlusion, the perception capability under this circumstance is still inferior. To further enhance the intelligence of mobile robots, in this paper, we setup an egocentric multi-sensor data collection platform based on 3 main types of sensors (Camera, LiDAR and Fisheye), which supports flexible sensor configurations to enable dynamic sight of view from ego-perspective, capturing either near or farther areas. Meanwhile, a large-scale multimodal dataset is constructed, named RoboSense, to facilitate egocentric robot perception. Specifically, RoboSense contains more than 133K synchronized data with 1.4M 3D bounding box and IDs annotated in the full 360^{circ} view, forming 216K trajectories across 7.6K temporal sequences. It has 270times and 18times as many annotations of surrounding obstacles within near ranges as the previous datasets collected for autonomous driving scenarios such as KITTI and nuScenes. Moreover, we define a novel matching criterion for near-field 3D perception and prediction metrics. Based on RoboSense, we formulate 6 popular tasks to facilitate the future research development, where the detailed analysis as well as benchmarks are also provided accordingly. Data desensitization measures have been conducted for privacy protection.
SqueezeSAM: User friendly mobile interactive segmentation
Segment Anything Model (SAM) is a foundation model for interactive segmentation, and it has catalyzed major advances in generative AI, computational photography, and medical imaging. This model takes in an arbitrary user input and provides segmentation masks of the corresponding objects. It is our goal to develop a version of SAM that is appropriate for use in a photography app. The original SAM model has a few challenges in this setting. First, original SAM a 600 million parameter based on ViT-H, and its high computational cost and large model size that are not suitable for todays mobile hardware. We address this by proposing the SqueezeSAM model architecture, which is 50x faster and 100x smaller than SAM. Next, when a user takes a photo on their phone, it might not occur to them to click on the image and get a mask. Our solution is to use salient object detection to generate the first few clicks. This produces an initial segmentation mask that the user can interactively edit. Finally, when a user clicks on an object, they typically expect all related pieces of the object to be segmented. For instance, if a user clicks on a person t-shirt in a photo, they expect the whole person to be segmented, but SAM typically segments just the t-shirt. We address this with a new data augmentation scheme, and the end result is that if the user clicks on a person holding a basketball, the person and the basketball are all segmented together.
LiDAR Data Synthesis with Denoising Diffusion Probabilistic Models
Generative modeling of 3D LiDAR data is an emerging task with promising applications for autonomous mobile robots, such as scalable simulation, scene manipulation, and sparse-to-dense completion of LiDAR point clouds. While existing approaches have demonstrated the feasibility of image-based LiDAR data generation using deep generative models, they still struggle with fidelity and training stability. In this work, we present R2DM, a novel generative model for LiDAR data that can generate diverse and high-fidelity 3D scene point clouds based on the image representation of range and reflectance intensity. Our method is built upon denoising diffusion probabilistic models (DDPMs), which have shown impressive results among generative model frameworks in recent years. To effectively train DDPMs in the LiDAR domain, we first conduct an in-depth analysis of data representation, loss functions, and spatial inductive biases. Leveraging our R2DM model, we also introduce a flexible LiDAR completion pipeline based on the powerful capabilities of DDPMs. We demonstrate that our method surpasses existing methods in generating tasks on the KITTI-360 and KITTI-Raw datasets, as well as in the completion task on the KITTI-360 dataset. Our project page can be found at https://kazuto1011.github.io/r2dm.
AuthentiSense: A Scalable Behavioral Biometrics Authentication Scheme using Few-Shot Learning for Mobile Platforms
Mobile applications are widely used for online services sharing a large amount of personal data online. One-time authentication techniques such as passwords and physiological biometrics (e.g., fingerprint, face, and iris) have their own advantages but also disadvantages since they can be stolen or emulated, and do not prevent access to the underlying device, once it is unlocked. To address these challenges, complementary authentication systems based on behavioural biometrics have emerged. The goal is to continuously profile users based on their interaction with the mobile device. However, existing behavioural authentication schemes are not (i) user-agnostic meaning that they cannot dynamically handle changes in the user-base without model re-training, or (ii) do not scale well to authenticate millions of users. In this paper, we present AuthentiSense, a user-agnostic, scalable, and efficient behavioural biometrics authentication system that enables continuous authentication and utilizes only motion patterns (i.e., accelerometer, gyroscope and magnetometer data) while users interact with mobile apps. Our approach requires neither manually engineered features nor a significant amount of data for model training. We leverage a few-shot learning technique, called Siamese network, to authenticate users at a large scale. We perform a systematic measurement study and report the impact of the parameters such as interaction time needed for authentication and n-shot verification (comparison with enrollment samples) at the recognition stage. Remarkably, AuthentiSense achieves high accuracy of up to 97% in terms of F1-score even when evaluated in a few-shot fashion that requires only a few behaviour samples per user (3 shots). Our approach accurately authenticates users only after 1 second of user interaction. For AuthentiSense, we report a FAR and FRR of 0.023 and 0.057, respectively.
Data-Driven and Deep Learning Methodology for Deceptive Advertising and Phone Scams Detection
The advance of smartphones and cellular networks boosts the need of mobile advertising and targeted marketing. However, it also triggers the unseen security threats. We found that the phone scams with fake calling numbers of very short lifetime are increasingly popular and have been used to trick the users. The harm is worldwide. On the other hand, deceptive advertising (deceptive ads), the fake ads that tricks users to install unnecessary apps via either alluring or daunting texts and pictures, is an emerging threat that seriously harms the reputation of the advertiser. To counter against these two new threats, the conventional blacklist (or whitelist) approach and the machine learning approach with predefined features have been proven useless. Nevertheless, due to the success of deep learning in developing the highly intelligent program, our system can efficiently and effectively detect phone scams and deceptive ads by taking advantage of our unified framework on deep neural network (DNN) and convolutional neural network (CNN). The proposed system has been deployed for operational use and the experimental results proved the effectiveness of our proposed system. Furthermore, we keep our research results and release experiment material on http://DeceptiveAds.TWMAN.ORG and http://PhoneScams.TWMAN.ORG if there is any update.
An open access repository of images on plant health to enable the development of mobile disease diagnostics
Human society needs to increase food production by an estimated 70% by 2050 to feed an expected population size that is predicted to be over 9 billion people. Currently, infectious diseases reduce the potential yield by an average of 40% with many farmers in the developing world experiencing yield losses as high as 100%. The widespread distribution of smartphones among crop growers around the world with an expected 5 billion smartphones by 2020 offers the potential of turning the smartphone into a valuable tool for diverse communities growing food. One potential application is the development of mobile disease diagnostics through machine learning and crowdsourcing. Here we announce the release of over 50,000 expertly curated images on healthy and infected leaves of crops plants through the existing online platform PlantVillage. We describe both the data and the platform. These data are the beginning of an on-going, crowdsourcing effort to enable computer vision approaches to help solve the problem of yield losses in crop plants due to infectious diseases.
MobileWorldBench: Towards Semantic World Modeling For Mobile Agents
World models have shown great utility in improving the task performance of embodied agents. While prior work largely focuses on pixel-space world models, these approaches face practical limitations in GUI settings, where predicting complex visual elements in future states is often difficult. In this work, we explore an alternative formulation of world modeling for GUI agents, where state transitions are described in natural language rather than predicting raw pixels. First, we introduce MobileWorldBench, a benchmark that evaluates the ability of vision-language models (VLMs) to function as world models for mobile GUI agents. Second, we release MobileWorld, a large-scale dataset consisting of 1.4M samples, that significantly improves the world modeling capabilities of VLMs. Finally, we propose a novel framework that integrates VLM world models into the planning framework of mobile agents, demonstrating that semantic world models can directly benefit mobile agents by improving task success rates. The code and dataset is available at https://github.com/jacklishufan/MobileWorld
Pose-Robust Calibration Strategy for Point-of-Gaze Estimation on Mobile Phones
Although appearance-based point-of-gaze (PoG) estimation has improved, the estimators still struggle to generalize across individuals due to personal differences. Therefore, person-specific calibration is required for accurate PoG estimation. However, calibrated PoG estimators are often sensitive to head pose variations. To address this, we investigate the key factors influencing calibrated estimators and explore pose-robust calibration strategies. Specifically, we first construct a benchmark, MobilePoG, which includes facial images from 32 individuals focusing on designated points under either fixed or continuously changing head poses. Using this benchmark, we systematically analyze how the diversity of calibration points and head poses influences estimation accuracy. Our experiments show that introducing a wider range of head poses during calibration improves the estimator's ability to handle pose variation. Building on this insight, we propose a dynamic calibration strategy in which users fixate on calibration points while moving their phones. This strategy naturally introduces head pose variation during a user-friendly and efficient calibration process, ultimately producing a better calibrated PoG estimator that is less sensitive to head pose variations than those using conventional calibration strategies. Codes and datasets are available at our project page.
VCD: A Video Conferencing Dataset for Video Compression
Commonly used datasets for evaluating video codecs are all very high quality and not representative of video typically used in video conferencing scenarios. We present the Video Conferencing Dataset (VCD) for evaluating video codecs for real-time communication, the first such dataset focused on video conferencing. VCD includes a wide variety of camera qualities and spatial and temporal information. It includes both desktop and mobile scenarios and two types of video background processing. We report the compression efficiency of H.264, H.265, H.266, and AV1 in low-delay settings on VCD and compare it with the non-video conferencing datasets UVC, MLC-JVC, and HEVC. The results show the source quality and the scenarios have a significant effect on the compression efficiency of all the codecs. VCD enables the evaluation and tuning of codecs for this important scenario. The VCD is publicly available as an open-source dataset at https://github.com/microsoft/VCD.
Study of Subjective and Objective Quality Assessment of Mobile Cloud Gaming Videos
We present the outcomes of a recent large-scale subjective study of Mobile Cloud Gaming Video Quality Assessment (MCG-VQA) on a diverse set of gaming videos. Rapid advancements in cloud services, faster video encoding technologies, and increased access to high-speed, low-latency wireless internet have all contributed to the exponential growth of the Mobile Cloud Gaming industry. Consequently, the development of methods to assess the quality of real-time video feeds to end-users of cloud gaming platforms has become increasingly important. However, due to the lack of a large-scale public Mobile Cloud Gaming Video dataset containing a diverse set of distorted videos with corresponding subjective scores, there has been limited work on the development of MCG-VQA models. Towards accelerating progress towards these goals, we created a new dataset, named the LIVE-Meta Mobile Cloud Gaming (LIVE-Meta-MCG) video quality database, composed of 600 landscape and portrait gaming videos, on which we collected 14,400 subjective quality ratings from an in-lab subjective study. Additionally, to demonstrate the usefulness of the new resource, we benchmarked multiple state-of-the-art VQA algorithms on the database. The new database will be made publicly available on our website: https://live.ece.utexas.edu/research/LIVE-Meta-Mobile-Cloud-Gaming/index.html
ScreenQA: Large-Scale Question-Answer Pairs over Mobile App Screenshots
We present a new task and dataset, ScreenQA, for screen content understanding via question answering. The existing screen datasets are focused either on structure and component-level understanding, or on a much higher-level composite task such as navigation and task completion. We attempt to bridge the gap between these two by annotating 86K question-answer pairs over the RICO dataset in hope to benchmark the screen reading comprehension capacity.
TopFormer: Token Pyramid Transformer for Mobile Semantic Segmentation
Although vision transformers (ViTs) have achieved great success in computer vision, the heavy computational cost hampers their applications to dense prediction tasks such as semantic segmentation on mobile devices. In this paper, we present a mobile-friendly architecture named Token Pyramid Vision Transformer (TopFormer). The proposed TopFormer takes Tokens from various scales as input to produce scale-aware semantic features, which are then injected into the corresponding tokens to augment the representation. Experimental results demonstrate that our method significantly outperforms CNN- and ViT-based networks across several semantic segmentation datasets and achieves a good trade-off between accuracy and latency. On the ADE20K dataset, TopFormer achieves 5\% higher accuracy in mIoU than MobileNetV3 with lower latency on an ARM-based mobile device. Furthermore, the tiny version of TopFormer achieves real-time inference on an ARM-based mobile device with competitive results. The code and models are available at: https://github.com/hustvl/TopFormer
DynaMem: Online Dynamic Spatio-Semantic Memory for Open World Mobile Manipulation
Significant progress has been made in open-vocabulary mobile manipulation, where the goal is for a robot to perform tasks in any environment given a natural language description. However, most current systems assume a static environment, which limits the system's applicability in real-world scenarios where environments frequently change due to human intervention or the robot's own actions. In this work, we present DynaMem, a new approach to open-world mobile manipulation that uses a dynamic spatio-semantic memory to represent a robot's environment. DynaMem constructs a 3D data structure to maintain a dynamic memory of point clouds, and answers open-vocabulary object localization queries using multimodal LLMs or open-vocabulary features generated by state-of-the-art vision-language models. Powered by DynaMem, our robots can explore novel environments, search for objects not found in memory, and continuously update the memory as objects move, appear, or disappear in the scene. We run extensive experiments on the Stretch SE3 robots in three real and nine offline scenes, and achieve an average pick-and-drop success rate of 70% on non-stationary objects, which is more than a 2x improvement over state-of-the-art static systems. Our code as well as our experiment and deployment videos are open sourced and can be found on our project website: https://dynamem.github.io/
Adaptive Mobile Manipulation for Articulated Objects In the Open World
Deploying robots in open-ended unstructured environments such as homes has been a long-standing research problem. However, robots are often studied only in closed-off lab settings, and prior mobile manipulation work is restricted to pick-move-place, which is arguably just the tip of the iceberg in this area. In this paper, we introduce Open-World Mobile Manipulation System, a full-stack approach to tackle realistic articulated object operation, e.g. real-world doors, cabinets, drawers, and refrigerators in open-ended unstructured environments. The robot utilizes an adaptive learning framework to initially learns from a small set of data through behavior cloning, followed by learning from online practice on novel objects that fall outside the training distribution. We also develop a low-cost mobile manipulation hardware platform capable of safe and autonomous online adaptation in unstructured environments with a cost of around 20,000 USD. In our experiments we utilize 20 articulate objects across 4 buildings in the CMU campus. With less than an hour of online learning for each object, the system is able to increase success rate from 50% of BC pre-training to 95% using online adaptation. Video results at https://open-world-mobilemanip.github.io/
Learned Lightweight Smartphone ISP with Unpaired Data
The Image Signal Processor (ISP) is a fundamental component in modern smartphone cameras responsible for conversion of RAW sensor image data to RGB images with a strong focus on perceptual quality. Recent work highlights the potential of deep learning approaches and their ability to capture details with a quality increasingly close to that of professional cameras. A difficult and costly step when developing a learned ISP is the acquisition of pixel-wise aligned paired data that maps the raw captured by a smartphone camera sensor to high-quality reference images. In this work, we address this challenge by proposing a novel training method for a learnable ISP that eliminates the need for direct correspondences between raw images and ground-truth data with matching content. Our unpaired approach employs a multi-term loss function guided by adversarial training with multiple discriminators processing feature maps from pre-trained networks to maintain content structure while learning color and texture characteristics from the target RGB dataset. Using lightweight neural network architectures suitable for mobile devices as backbones, we evaluated our method on the Zurich RAW to RGB and Fujifilm UltraISP datasets. Compared to paired training methods, our unpaired learning strategy shows strong potential and achieves high fidelity across multiple evaluation metrics. The code and pre-trained models are available at https://github.com/AndreiiArhire/Learned-Lightweight-Smartphone-ISP-with-Unpaired-Data .
Bias Loss for Mobile Neural Networks
Compact convolutional neural networks (CNNs) have witnessed exceptional improvements in performance in recent years. However, they still fail to provide the same predictive power as CNNs with a large number of parameters. The diverse and even abundant features captured by the layers is an important characteristic of these successful CNNs. However, differences in this characteristic between large CNNs and their compact counterparts have rarely been investigated. In compact CNNs, due to the limited number of parameters, abundant features are unlikely to be obtained, and feature diversity becomes an essential characteristic. Diverse features present in the activation maps derived from a data point during model inference may indicate the presence of a set of unique descriptors necessary to distinguish between objects of different classes. In contrast, data points with low feature diversity may not provide a sufficient amount of unique descriptors to make a valid prediction; we refer to them as random predictions. Random predictions can negatively impact the optimization process and harm the final performance. This paper proposes addressing the problem raised by random predictions by reshaping the standard cross-entropy to make it biased toward data points with a limited number of unique descriptive features. Our novel Bias Loss focuses the training on a set of valuable data points and prevents the vast number of samples with poor learning features from misleading the optimization process. Furthermore, to show the importance of diversity, we present a family of SkipNet models whose architectures are brought to boost the number of unique descriptors in the last layers. Our Skipnet-M can achieve 1% higher classification accuracy than MobileNetV3 Large.
Robot-Powered Data Flywheels: Deploying Robots in the Wild for Continual Data Collection and Foundation Model Adaptation
Foundation models (FM) have unlocked powerful zero-shot capabilities in vision and language, yet their reliance on internet pretraining data leaves them brittle in unstructured, real-world settings. The messy, real-world data encountered during deployment (e.g. occluded or multilingual text) remains massively underrepresented in existing corpora. Robots, as embodied agents, are uniquely positioned to close this gap: they can act in physical environments to collect large-scale, real-world data that enriches FM training with precisely the examples current models lack. We introduce the Robot-Powered Data Flywheel, a framework that transforms robots from FM consumers into data generators. By deploying robots equipped with FMs in the wild, we enable a virtuous cycle: robots perform useful tasks while collecting real-world data that improves both domain-specific adaptation and domain-adjacent generalization. We instantiate this framework with Scanford, a mobile manipulator deployed in the East Asia Library for 2 weeks. Scanford autonomously scans shelves, identifies books using a vision-language model (VLM), and leverages the library catalog to label images without human annotation. This deployment both aids librarians and produces a dataset to finetune the underlying VLM, improving performance on the domain-specific in-the-wild library setting and on domain-adjacent multilingual OCR benchmarks. Using data collected from 2103 shelves, Scanford improves VLM performance on book identification from 32.0% to 71.8% and boosts domain-adjacent multilingual OCR from 24.8% to 46.6% (English) and 30.8% to 38.0% (Chinese), while saving an ~18.7 hrs of human time. These results highlight how robot-powered data flywheels can both reduce human effort in real deployments and unlock new pathways for continually adapting FMs to the messiness of reality. More details are at: https://scanford-robot.github.io
HRT1: One-Shot Human-to-Robot Trajectory Transfer for Mobile Manipulation
We introduce a novel system for human-to-robot trajectory transfer that enables robots to manipulate objects by learning from human demonstration videos. The system consists of four modules. The first module is a data collection module that is designed to collect human demonstration videos from the point of view of a robot using an AR headset. The second module is a video understanding module that detects objects and extracts 3D human-hand trajectories from demonstration videos. The third module transfers a human-hand trajectory into a reference trajectory of a robot end-effector in 3D space. The last module utilizes a trajectory optimization algorithm to solve a trajectory in the robot configuration space that can follow the end-effector trajectory transferred from the human demonstration. Consequently, these modules enable a robot to watch a human demonstration video once and then repeat the same mobile manipulation task in different environments, even when objects are placed differently from the demonstrations. Experiments of different manipulation tasks are conducted on a mobile manipulator to verify the effectiveness of our system
HRM^2Avatar: High-Fidelity Real-Time Mobile Avatars from Monocular Phone Scans
We present HRM^2Avatar, a framework for creating high-fidelity avatars from monocular phone scans, which can be rendered and animated in real time on mobile devices. Monocular capture with smartphones provides a low-cost alternative to studio-grade multi-camera rigs, making avatar digitization accessible to non-expert users. Reconstructing high-fidelity avatars from single-view video sequences poses challenges due to limited visual and geometric data. To address these limitations, at the data level, our method leverages two types of data captured with smartphones: static pose sequences for texture reconstruction and dynamic motion sequences for learning pose-dependent deformations and lighting changes. At the representation level, we employ a lightweight yet expressive representation to reconstruct high-fidelity digital humans from sparse monocular data. We extract garment meshes from monocular data to model clothing deformations effectively, and attach illumination-aware Gaussians to the mesh surface, enabling high-fidelity rendering and capturing pose-dependent lighting. This representation efficiently learns high-resolution and dynamic information from monocular data, enabling the creation of detailed avatars. At the rendering level, real-time performance is critical for animating high-fidelity avatars in AR/VR, social gaming, and on-device creation. Our GPU-driven rendering pipeline delivers 120 FPS on mobile devices and 90 FPS on standalone VR devices at 2K resolution, over 2.7times faster than representative mobile-engine baselines. Experiments show that HRM^2Avatar delivers superior visual realism and real-time interactivity, outperforming state-of-the-art monocular methods.
Synthetic vs. Real Training Data for Visual Navigation
This paper investigates how the performance of visual navigation policies trained in simulation compares to policies trained with real-world data. Performance degradation of simulator-trained policies is often significant when they are evaluated in the real world. However, despite this well-known sim-to-real gap, we demonstrate that simulator-trained policies can match the performance of their real-world-trained counterparts. Central to our approach is a navigation policy architecture that bridges the sim-to-real appearance gap by leveraging pretrained visual representations and runs real-time on robot hardware. Evaluations on a wheeled mobile robot show that the proposed policy, when trained in simulation, outperforms its real-world-trained version by 31% and the prior state-of-the-art methods by 50% in navigation success rate. Policy generalization is verified by deploying the same model onboard a drone. Our results highlight the importance of diverse image encoder pretraining for sim-to-real generalization, and identify on-policy learning as a key advantage of simulated training over training with real data.
HammerBench: Fine-Grained Function-Calling Evaluation in Real Mobile Device Scenarios
Evaluating the capabilities of large language models (LLMs) in human-LLM interactions remains challenging due to the inherent complexity and openness of dialogue processes. This paper introduces HammerBench, a novel benchmarking framework designed to assess the function-calling ability of LLMs more effectively in such interactions. We model a wide range of real-world user scenarios on mobile devices, encompassing imperfect instructions, diverse question-answer trajectories, intent/argument shifts, and the use of external individual information through pronouns. To construct the corresponding datasets, we propose a comprehensive pipeline that involves LLM-generated data and multiple rounds of human validation, ensuring high data quality. Additionally, we decompose the conversations into function-calling snapshots, enabling a fine-grained evaluation of each turn. We evaluate several popular LLMs using HammerBench and highlight different performance aspects. Our empirical findings reveal that errors in parameter naming constitute the primary factor behind conversation failures across different data types.
Efficient and Personalized Mobile Health Event Prediction via Small Language Models
Healthcare monitoring is crucial for early detection, timely intervention, and the ongoing management of health conditions, ultimately improving individuals' quality of life. Recent research shows that Large Language Models (LLMs) have demonstrated impressive performance in supporting healthcare tasks. However, existing LLM-based healthcare solutions typically rely on cloud-based systems, which raise privacy concerns and increase the risk of personal information leakage. As a result, there is growing interest in running these models locally on devices like mobile phones and wearables to protect users' privacy. Small Language Models (SLMs) are potential candidates to solve privacy and computational issues, as they are more efficient and better suited for local deployment. However, the performance of SLMs in healthcare domains has not yet been investigated. This paper examines the capability of SLMs to accurately analyze health data, such as steps, calories, sleep minutes, and other vital statistics, to assess an individual's health status. Our results show that, TinyLlama, which has 1.1 billion parameters, utilizes 4.31 GB memory, and has 0.48s latency, showing the best performance compared other four state-of-the-art (SOTA) SLMs on various healthcare applications. Our results indicate that SLMs could potentially be deployed on wearable or mobile devices for real-time health monitoring, providing a practical solution for efficient and privacy-preserving healthcare.
The Oxford Spires Dataset: Benchmarking Large-Scale LiDAR-Visual Localisation, Reconstruction and Radiance Field Methods
This paper introduces a large-scale multi-modal dataset captured in and around well-known landmarks in Oxford using a custom-built multi-sensor perception unit as well as a millimetre-accurate map from a Terrestrial LiDAR Scanner (TLS). The perception unit includes three synchronised global shutter colour cameras, an automotive 3D LiDAR scanner, and an inertial sensor - all precisely calibrated. We also establish benchmarks for tasks involving localisation, reconstruction, and novel-view synthesis, which enable the evaluation of Simultaneous Localisation and Mapping (SLAM) methods, Structure-from-Motion (SfM) and Multi-view Stereo (MVS) methods as well as radiance field methods such as Neural Radiance Fields (NeRF) and 3D Gaussian Splatting. To evaluate 3D reconstruction the TLS 3D models are used as ground truth. Localisation ground truth is computed by registering the mobile LiDAR scans to the TLS 3D models. Radiance field methods are evaluated not only with poses sampled from the input trajectory, but also from viewpoints that are from trajectories which are distant from the training poses. Our evaluation demonstrates a key limitation of state-of-the-art radiance field methods: we show that they tend to overfit to the training poses/images and do not generalise well to out-of-sequence poses. They also underperform in 3D reconstruction compared to MVS systems using the same visual inputs. Our dataset and benchmarks are intended to facilitate better integration of radiance field methods and SLAM systems. The raw and processed data, along with software for parsing and evaluation, can be accessed at https://dynamic.robots.ox.ac.uk/datasets/oxford-spires/.
PP-MobileSeg: Explore the Fast and Accurate Semantic Segmentation Model on Mobile Devices
The success of transformers in computer vision has led to several attempts to adapt them for mobile devices, but their performance remains unsatisfactory in some real-world applications. To address this issue, we propose PP-MobileSeg, a semantic segmentation model that achieves state-of-the-art performance on mobile devices. PP-MobileSeg comprises three novel parts: the StrideFormer backbone, the Aggregated Attention Module (AAM), and the Valid Interpolate Module (VIM). The four-stage StrideFormer backbone is built with MV3 blocks and strided SEA attention, and it is able to extract rich semantic and detailed features with minimal parameter overhead. The AAM first filters the detailed features through semantic feature ensemble voting and then combines them with semantic features to enhance the semantic information. Furthermore, we proposed VIM to upsample the downsampled feature to the resolution of the input image. It significantly reduces model latency by only interpolating classes present in the final prediction, which is the most significant contributor to overall model latency. Extensive experiments show that PP-MobileSeg achieves a superior tradeoff between accuracy, model size, and latency compared to other methods. On the ADE20K dataset, PP-MobileSeg achieves 1.57% higher accuracy in mIoU than SeaFormer-Base with 32.9% fewer parameters and 42.3% faster acceleration on Qualcomm Snapdragon 855. Source codes are available at https://github.com/PaddlePaddle/PaddleSeg/tree/release/2.8.
Real-Time Neural Light Field on Mobile Devices
Recent efforts in Neural Rendering Fields (NeRF) have shown impressive results on novel view synthesis by utilizing implicit neural representation to represent 3D scenes. Due to the process of volumetric rendering, the inference speed for NeRF is extremely slow, limiting the application scenarios of utilizing NeRF on resource-constrained hardware, such as mobile devices. Many works have been conducted to reduce the latency of running NeRF models. However, most of them still require high-end GPU for acceleration or extra storage memory, which is all unavailable on mobile devices. Another emerging direction utilizes the neural light field (NeLF) for speedup, as only one forward pass is performed on a ray to predict the pixel color. Nevertheless, to reach a similar rendering quality as NeRF, the network in NeLF is designed with intensive computation, which is not mobile-friendly. In this work, we propose an efficient network that runs in real-time on mobile devices for neural rendering. We follow the setting of NeLF to train our network. Unlike existing works, we introduce a novel network architecture that runs efficiently on mobile devices with low latency and small size, i.e., saving 15times sim 24times storage compared with MobileNeRF. Our model achieves high-resolution generation while maintaining real-time inference for both synthetic and real-world scenes on mobile devices, e.g., 18.04ms (iPhone 13) for rendering one 1008times756 image of real 3D scenes. Additionally, we achieve similar image quality as NeRF and better quality than MobileNeRF (PSNR 26.15 vs. 25.91 on the real-world forward-facing dataset).
Learned Smartphone ISP on Mobile GPUs with Deep Learning, Mobile AI & AIM 2022 Challenge: Report
The role of mobile cameras increased dramatically over the past few years, leading to more and more research in automatic image quality enhancement and RAW photo processing. In this Mobile AI challenge, the target was to develop an efficient end-to-end AI-based image signal processing (ISP) pipeline replacing the standard mobile ISPs that can run on modern smartphone GPUs using TensorFlow Lite. The participants were provided with a large-scale Fujifilm UltraISP dataset consisting of thousands of paired photos captured with a normal mobile camera sensor and a professional 102MP medium-format FujiFilm GFX100 camera. The runtime of the resulting models was evaluated on the Snapdragon's 8 Gen 1 GPU that provides excellent acceleration results for the majority of common deep learning ops. The proposed solutions are compatible with all recent mobile GPUs, being able to process Full HD photos in less than 20-50 milliseconds while achieving high fidelity results. A detailed description of all models developed in this challenge is provided in this paper.
Enabling Conversational Interaction with Mobile UI using Large Language Models
Conversational agents show the promise to allow users to interact with mobile devices using language. However, to perform diverse UI tasks with natural language, developers typically need to create separate datasets and models for each specific task, which is expensive and effort-consuming. Recently, pre-trained large language models (LLMs) have been shown capable of generalizing to various downstream tasks when prompted with a handful of examples from the target task. This paper investigates the feasibility of enabling versatile conversational interactions with mobile UIs using a single LLM. We designed prompting techniques to adapt an LLM to mobile UIs. We experimented with four important modeling tasks that address various scenarios in conversational interaction. Our method achieved competitive performance on these challenging tasks without requiring dedicated datasets and training, offering a lightweight and generalizable approach to enable language-based mobile interaction.
Mapping Natural Language Instructions to Mobile UI Action Sequences
We present a new problem: grounding natural language instructions to mobile user interface actions, and create three new datasets for it. For full task evaluation, we create PIXELHELP, a corpus that pairs English instructions with actions performed by people on a mobile UI emulator. To scale training, we decouple the language and action data by (a) annotating action phrase spans in HowTo instructions and (b) synthesizing grounded descriptions of actions for mobile user interfaces. We use a Transformer to extract action phrase tuples from long-range natural language instructions. A grounding Transformer then contextually represents UI objects using both their content and screen position and connects them to object descriptions. Given a starting screen and instruction, our model achieves 70.59% accuracy on predicting complete ground-truth action sequences in PIXELHELP.
HarmAug: Effective Data Augmentation for Knowledge Distillation of Safety Guard Models
Safety guard models that detect malicious queries aimed at large language models (LLMs) are essential for ensuring the secure and responsible deployment of LLMs in real-world applications. However, deploying existing safety guard models with billions of parameters alongside LLMs on mobile devices is impractical due to substantial memory requirements and latency. To reduce this cost, we distill a large teacher safety guard model into a smaller one using a labeled dataset of instruction-response pairs with binary harmfulness labels. Due to the limited diversity of harmful instructions in the existing labeled dataset, naively distilled models tend to underperform compared to larger models. To bridge the gap between small and large models, we propose HarmAug, a simple yet effective data augmentation method that involves jailbreaking an LLM and prompting it to generate harmful instructions. Given a prompt such as, "Make a single harmful instruction prompt that would elicit offensive content", we add an affirmative prefix (e.g., "I have an idea for a prompt:") to the LLM's response. This encourages the LLM to continue generating the rest of the response, leading to sampling harmful instructions. Another LLM generates a response to the harmful instruction, and the teacher model labels the instruction-response pair. We empirically show that our HarmAug outperforms other relevant baselines. Moreover, a 435-million-parameter safety guard model trained with HarmAug achieves an F1 score comparable to larger models with over 7 billion parameters, and even outperforms them in AUPRC, while operating at less than 25% of their computational cost.
BiGym: A Demo-Driven Mobile Bi-Manual Manipulation Benchmark
We introduce BiGym, a new benchmark and learning environment for mobile bi-manual demo-driven robotic manipulation. BiGym features 40 diverse tasks set in home environments, ranging from simple target reaching to complex kitchen cleaning. To capture the real-world performance accurately, we provide human-collected demonstrations for each task, reflecting the diverse modalities found in real-world robot trajectories. BiGym supports a variety of observations, including proprioceptive data and visual inputs such as RGB, and depth from 3 camera views. To validate the usability of BiGym, we thoroughly benchmark the state-of-the-art imitation learning algorithms and demo-driven reinforcement learning algorithms within the environment and discuss the future opportunities.
DualTAP: A Dual-Task Adversarial Protector for Mobile MLLM Agents
The reliance of mobile GUI agents on Multimodal Large Language Models (MLLMs) introduces a severe privacy vulnerability: screenshots containing Personally Identifiable Information (PII) are often sent to untrusted, third-party routers. These routers can exploit their own MLLMs to mine this data, violating user privacy. Existing privacy perturbations fail the critical dual challenge of this scenario: protecting PII from the router's MLLM while simultaneously preserving task utility for the agent's MLLM. To address this gap, we propose the Dual-Task Adversarial Protector (DualTAP), a novel framework that, for the first time, explicitly decouples these conflicting objectives. DualTAP trains a lightweight generator using two key innovations: (i) a contrastive attention module that precisely identifies and targets only the PII-sensitive regions, and (ii) a dual-task adversarial objective that simultaneously minimizes a task-preservation loss (to maintain agent utility) and a privacy-interference loss (to suppress PII leakage). To facilitate this study, we introduce PrivScreen, a new dataset of annotated mobile screenshots designed specifically for this dual-task evaluation. Comprehensive experiments on six diverse MLLMs (e.g., GPT-5) demonstrate DualTAP's state-of-the-art protection. It reduces the average privacy leakage rate by 31.6 percentage points (a 3.0x relative improvement) while, critically, maintaining an 80.8% task success rate - a negligible drop from the 83.6% unprotected baseline. DualTAP presents the first viable solution to the privacy-utility trade-off in mobile MLLM agents.
LightAgent: Mobile Agentic Foundation Models
With the advancement of multimodal large language models (MLLMs), building GUI agent systems has become an increasingly promising direction-especially for mobile platforms, given their rich app ecosystems and intuitive touch interactions. Yet mobile GUI agents face a critical dilemma: truly on-device models (4B or smaller) lack sufficient performance, while capable models (starting from 7B) are either too large for mobile deployment or prohibitively costly (e.g., cloud-only closed-source MLLMs). To resolve this, we propose LightAgent, a mobile agentic foundation model solution that leverages device-cloud collaboration to tap the cost-efficiency of on-device models and the high capability of cloud models, while avoiding their drawbacks. Specifically, LightAgent enhances Qwen2.5-VL-3B via two-stage SFT->GRPO training on synthetic GUI data for strong decision-making, integrates an efficient long-reasoning mechanism to utilize historical interactions under tight resources, and defaults to on-device execution-only escalating challenging subtasks to the cloud via real-time complexity assessment. Experiments on the online AndroidLab benchmark and diverse apps show LightAgent matches or nears larger models, with a significant reduction in cloud costs.
MAPLE: A Mobile Agent with Persistent Finite State Machines for Structured Task Reasoning
Mobile GUI agents aim to autonomously complete user-instructed tasks across mobile apps. Recent advances in Multimodal Large Language Models (MLLMs) enable these agents to interpret UI screens, identify actionable elements, and perform interactions such as tapping or typing. However, existing agents remain reactive: they reason only over the current screen and lack a structured model of app navigation flow, limiting their ability to understand context, detect unexpected outcomes, and recover from errors. We present MAPLE, a state-aware multi-agent framework that abstracts app interactions as a Finite State Machine (FSM). We computationally model each UI screen as a discrete state and user actions as transitions, allowing the FSM to provide a structured representation of the app execution. MAPLE consists of specialized agents responsible for four phases of task execution: planning, execution, verification, error recovery, and knowledge retention. These agents collaborate to dynamically construct FSMs in real time based on perception data extracted from the UI screen, allowing the GUI agents to track navigation progress and flow, validate action outcomes through pre- and post-conditions of the states, and recover from errors by rolling back to previously stable states. Our evaluation results on two challenging cross-app benchmarks, Mobile-Eval-E and SPA-Bench, show that MAPLE outperforms the state-of-the-art baseline, improving task success rate by up to 12%, recovery success by 13.8%, and action accuracy by 6.5%. Our results highlight the importance of structured state modeling in guiding mobile GUI agents during task execution. Moreover, our FSM representation can be integrated into future GUI agent architectures as a lightweight, model-agnostic memory layer to support structured planning, execution verification, and error recovery.
Non-stationary BERT: Exploring Augmented IMU Data For Robust Human Activity Recognition
Human Activity Recognition (HAR) has gained great attention from researchers due to the popularity of mobile devices and the need to observe users' daily activity data for better human-computer interaction. In this work, we collect a human activity recognition dataset called OPPOHAR consisting of phone IMU data. To facilitate the employment of HAR system in mobile phone and to achieve user-specific activity recognition, we propose a novel light-weight network called Non-stationary BERT with a two-stage training method. We also propose a simple yet effective data augmentation method to explore the deeper relationship between the accelerator and gyroscope data from the IMU. The network achieves the state-of-the-art performance testing on various activity recognition datasets and the data augmentation method demonstrates its wide applicability.
Real-time Traffic Classification for 5G NSA Encrypted Data Flows With Physical Channel Records
The classification of fifth-generation New-Radio (5G-NR) mobile network traffic is an emerging topic in the field of telecommunications. It can be utilized for quality of service (QoS) management and dynamic resource allocation. However, traditional approaches such as Deep Packet Inspection (DPI) can not be directly applied to encrypted data flows. Therefore, new real-time encrypted traffic classification algorithms need to be investigated to handle dynamic transmission. In this study, we examine the real-time encrypted 5G Non-Standalone (NSA) application-level traffic classification using physical channel records. Due to the vastness of their features, decision-tree-based gradient boosting algorithms are a viable approach for classification. We generate a noise-limited 5G NSA trace dataset with traffic from multiple applications. We develop a new pipeline to convert sequences of physical channel records into numerical vectors. A set of machine learning models are tested, and we propose our solution based on Light Gradient Boosting Machine (LGBM) due to its advantages in fast parallel training and low computational burden in practical scenarios. Our experiments demonstrate that our algorithm can achieve 95% accuracy on the classification task with a state-of-the-art response time as quick as 10ms.
WebUI: A Dataset for Enhancing Visual UI Understanding with Web Semantics
Modeling user interfaces (UIs) from visual information allows systems to make inferences about the functionality and semantics needed to support use cases in accessibility, app automation, and testing. Current datasets for training machine learning models are limited in size due to the costly and time-consuming process of manually collecting and annotating UIs. We crawled the web to construct WebUI, a large dataset of 400,000 rendered web pages associated with automatically extracted metadata. We analyze the composition of WebUI and show that while automatically extracted data is noisy, most examples meet basic criteria for visual UI modeling. We applied several strategies for incorporating semantics found in web pages to increase the performance of visual UI understanding models in the mobile domain, where less labeled data is available: (i) element detection, (ii) screen classification and (iii) screen similarity.
GLOBEM Dataset: Multi-Year Datasets for Longitudinal Human Behavior Modeling Generalization
Recent research has demonstrated the capability of behavior signals captured by smartphones and wearables for longitudinal behavior modeling. However, there is a lack of a comprehensive public dataset that serves as an open testbed for fair comparison among algorithms. Moreover, prior studies mainly evaluate algorithms using data from a single population within a short period, without measuring the cross-dataset generalizability of these algorithms. We present the first multi-year passive sensing datasets, containing over 700 user-years and 497 unique users' data collected from mobile and wearable sensors, together with a wide range of well-being metrics. Our datasets can support multiple cross-dataset evaluations of behavior modeling algorithms' generalizability across different users and years. As a starting point, we provide the benchmark results of 18 algorithms on the task of depression detection. Our results indicate that both prior depression detection algorithms and domain generalization techniques show potential but need further research to achieve adequate cross-dataset generalizability. We envision our multi-year datasets can support the ML community in developing generalizable longitudinal behavior modeling algorithms.
TableNet: Deep Learning model for end-to-end Table detection and Tabular data extraction from Scanned Document Images
With the widespread use of mobile phones and scanners to photograph and upload documents, the need for extracting the information trapped in unstructured document images such as retail receipts, insurance claim forms and financial invoices is becoming more acute. A major hurdle to this objective is that these images often contain information in the form of tables and extracting data from tabular sub-images presents a unique set of challenges. This includes accurate detection of the tabular region within an image, and subsequently detecting and extracting information from the rows and columns of the detected table. While some progress has been made in table detection, extracting the table contents is still a challenge since this involves more fine grained table structure(rows & columns) recognition. Prior approaches have attempted to solve the table detection and structure recognition problems independently using two separate models. In this paper, we propose TableNet: a novel end-to-end deep learning model for both table detection and structure recognition. The model exploits the interdependence between the twin tasks of table detection and table structure recognition to segment out the table and column regions. This is followed by semantic rule-based row extraction from the identified tabular sub-regions. The proposed model and extraction approach was evaluated on the publicly available ICDAR 2013 and Marmot Table datasets obtaining state of the art results. Additionally, we demonstrate that feeding additional semantic features further improves model performance and that the model exhibits transfer learning across datasets. Another contribution of this paper is to provide additional table structure annotations for the Marmot data, which currently only has annotations for table detection.
Atomic-to-Compositional Generalization for Mobile Agents with A New Benchmark and Scheduling System
Autonomous agents powered by multimodal large language models have been developed to facilitate task execution on mobile devices. However, prior work has predominantly focused on atomic tasks -- such as shot-chain execution tasks and single-screen grounding tasks -- while overlooking the generalization to compositional tasks, which are indispensable for real-world applications. This work introduces UI-NEXUS, a comprehensive benchmark designed to evaluate mobile agents on three categories of compositional operations: Simple Concatenation, Context Transition, and Deep Dive. UI-NEXUS supports interactive evaluation in 20 fully controllable local utility app environments, as well as 30 online Chinese and English service apps. It comprises 100 interactive task templates with an average optimal step count of 14.05. Experimental results across a range of mobile agents with agentic workflow or agent-as-a-model show that UI-NEXUS presents significant challenges. Specifically, existing agents generally struggle to balance performance and efficiency, exhibiting representative failure modes such as under-execution, over-execution, and attention drift, causing visible atomic-to-compositional generalization gap. Inspired by these findings, we propose AGENT-NEXUS, a lightweight and efficient scheduling system to tackle compositional mobile tasks. AGENT-NEXUS extrapolates the abilities of existing mobile agents by dynamically decomposing long-horizon tasks to a series of self-contained atomic subtasks. AGENT-NEXUS achieves 24% to 40% task success rate improvement for existing mobile agents on compositional operation tasks within the UI-NEXUS benchmark without significantly sacrificing inference overhead. The demo video, dataset, and code are available on the project page at https://ui-nexus.github.io.
MobileSpeech: A Fast and High-Fidelity Framework for Mobile Zero-Shot Text-to-Speech
Zero-shot text-to-speech (TTS) has gained significant attention due to its powerful voice cloning capabilities, requiring only a few seconds of unseen speaker voice prompts. However, all previous work has been developed for cloud-based systems. Taking autoregressive models as an example, although these approaches achieve high-fidelity voice cloning, they fall short in terms of inference speed, model size, and robustness. Therefore, we propose MobileSpeech, which is a fast, lightweight, and robust zero-shot text-to-speech system based on mobile devices for the first time. Specifically: 1) leveraging discrete codec, we design a parallel speech mask decoder module called SMD, which incorporates hierarchical information from the speech codec and weight mechanisms across different codec layers during the generation process. Moreover, to bridge the gap between text and speech, we introduce a high-level probabilistic mask that simulates the progression of information flow from less to more during speech generation. 2) For speaker prompts, we extract fine-grained prompt duration from the prompt speech and incorporate text, prompt speech by cross attention in SMD. We demonstrate the effectiveness of MobileSpeech on multilingual datasets at different levels, achieving state-of-the-art results in terms of generating speed and speech quality. MobileSpeech achieves RTF of 0.09 on a single A100 GPU and we have successfully deployed MobileSpeech on mobile devices. Audio samples are available at https://mobilespeech.github.io/ .
DM-VTON: Distilled Mobile Real-time Virtual Try-On
The fashion e-commerce industry has witnessed significant growth in recent years, prompting exploring image-based virtual try-on techniques to incorporate Augmented Reality (AR) experiences into online shopping platforms. However, existing research has primarily overlooked a crucial aspect - the runtime of the underlying machine-learning model. While existing methods prioritize enhancing output quality, they often disregard the execution time, which restricts their applications on a limited range of devices. To address this gap, we propose Distilled Mobile Real-time Virtual Try-On (DM-VTON), a novel virtual try-on framework designed to achieve simplicity and efficiency. Our approach is based on a knowledge distillation scheme that leverages a strong Teacher network as supervision to guide a Student network without relying on human parsing. Notably, we introduce an efficient Mobile Generative Module within the Student network, significantly reducing the runtime while ensuring high-quality output. Additionally, we propose Virtual Try-on-guided Pose for Data Synthesis to address the limited pose variation observed in training images. Experimental results show that the proposed method can achieve 40 frames per second on a single Nvidia Tesla T4 GPU and only take up 37 MB of memory while producing almost the same output quality as other state-of-the-art methods. DM-VTON stands poised to facilitate the advancement of real-time AR applications, in addition to the generation of lifelike attired human figures tailored for diverse specialized training tasks. https://sites.google.com/view/ltnghia/research/DMVTON
Towards High-Quality and Efficient Video Super-Resolution via Spatial-Temporal Data Overfitting
As deep convolutional neural networks (DNNs) are widely used in various fields of computer vision, leveraging the overfitting ability of the DNN to achieve video resolution upscaling has become a new trend in the modern video delivery system. By dividing videos into chunks and overfitting each chunk with a super-resolution model, the server encodes videos before transmitting them to the clients, thus achieving better video quality and transmission efficiency. However, a large number of chunks are expected to ensure good overfitting quality, which substantially increases the storage and consumes more bandwidth resources for data transmission. On the other hand, decreasing the number of chunks through training optimization techniques usually requires high model capacity, which significantly slows down execution speed. To reconcile such, we propose a novel method for high-quality and efficient video resolution upscaling tasks, which leverages the spatial-temporal information to accurately divide video into chunks, thus keeping the number of chunks as well as the model size to minimum. Additionally, we advance our method into a single overfitting model by a data-aware joint training technique, which further reduces the storage requirement with negligible quality drop. We deploy our models on an off-the-shelf mobile phone, and experimental results show that our method achieves real-time video super-resolution with high video quality. Compared with the state-of-the-art, our method achieves 28 fps streaming speed with 41.6 PSNR, which is 14times faster and 2.29 dB better in the live video resolution upscaling tasks. Code available in https://github.com/coulsonlee/STDO-CVPR2023.git
A Mechanism for Detection of Gray Hole Attack in Mobile Ad Hoc Networks
Protecting the network layer from malicious attacks is an important and challenging security issue in mobile ad hoc networks (MANETs). In this paper, a security mechanism is proposed to defend against a cooperative gray hole attack on the well known AODV routing protocol in MANETs. A gray hole is a node that selectively drops and forwards data packets after it advertises itself as having the shortest path to the destination node in response to a route request message from a source node. The proposed mechanism does not apply any cryptographic primitives on the routing messages. Instead, it protects the network by detecting and reacting to malicious activities of any node. Simulation results show that the scheme has a significantly high detection rate with moderate network traffic overhead.
