new

Get trending papers in your email inbox!

Subscribe

Daily Papers

byAK and the research community

May 7

eFlesh: Highly customizable Magnetic Touch Sensing using Cut-Cell Microstructures

If human experience is any guide, operating effectively in unstructured environments -- like homes and offices -- requires robots to sense the forces during physical interaction. Yet, the lack of a versatile, accessible, and easily customizable tactile sensor has led to fragmented, sensor-specific solutions in robotic manipulation -- and in many cases, to force-unaware, sensorless approaches. With eFlesh, we bridge this gap by introducing a magnetic tactile sensor that is low-cost, easy to fabricate, and highly customizable. Building an eFlesh sensor requires only four components: a hobbyist 3D printer, off-the-shelf magnets (<$5), a CAD model of the desired shape, and a magnetometer circuit board. The sensor is constructed from tiled, parameterized microstructures, which allow for tuning the sensor's geometry and its mechanical response. We provide an open-source design tool that converts convex OBJ/STL files into 3D-printable STLs for fabrication. This modular design framework enables users to create application-specific sensors, and to adjust sensitivity depending on the task. Our sensor characterization experiments demonstrate the capabilities of eFlesh: contact localization RMSE of 0.5 mm, and force prediction RMSE of 0.27 N for normal force and 0.12 N for shear force. We also present a learned slip detection model that generalizes to unseen objects with 95% accuracy, and visuotactile control policies that improve manipulation performance by 40% over vision-only baselines -- achieving 91% average success rate for four precise tasks that require sub-mm accuracy for successful completion. All design files, code and the CAD-to-eFlesh STL conversion tool are open-sourced and available on https://e-flesh.com.

  • 6 authors
·
Jun 11, 2025

Digitizing Touch with an Artificial Multimodal Fingertip

Touch is a crucial sensing modality that provides rich information about object properties and interactions with the physical environment. Humans and robots both benefit from using touch to perceive and interact with the surrounding environment (Johansson and Flanagan, 2009; Li et al., 2020; Calandra et al., 2017). However, no existing systems provide rich, multi-modal digital touch-sensing capabilities through a hemispherical compliant embodiment. Here, we describe several conceptual and technological innovations to improve the digitization of touch. These advances are embodied in an artificial finger-shaped sensor with advanced sensing capabilities. Significantly, this fingertip contains high-resolution sensors (~8.3 million taxels) that respond to omnidirectional touch, capture multi-modal signals, and use on-device artificial intelligence to process the data in real time. Evaluations show that the artificial fingertip can resolve spatial features as small as 7 um, sense normal and shear forces with a resolution of 1.01 mN and 1.27 mN, respectively, perceive vibrations up to 10 kHz, sense heat, and even sense odor. Furthermore, it embeds an on-device AI neural network accelerator that acts as a peripheral nervous system on a robot and mimics the reflex arc found in humans. These results demonstrate the possibility of digitizing touch with superhuman performance. The implications are profound, and we anticipate potential applications in robotics (industrial, medical, agricultural, and consumer-level), virtual reality and telepresence, prosthetics, and e-commerce. Toward digitizing touch at scale, we open-source a modular platform to facilitate future research on the nature of touch.

  • 23 authors
·
Nov 4, 2024

Multimodal Active Measurement for Human Mesh Recovery in Close Proximity

For physical human-robot interactions (pHRI), a robot needs to estimate the accurate body pose of a target person. However, in these pHRI scenarios, the robot cannot fully observe the target person's body with equipped cameras because the target person must be close to the robot for physical interaction. This close distance leads to severe truncation and occlusions and thus results in poor accuracy of human pose estimation. For better accuracy in this challenging environment, we propose an active measurement and sensor fusion framework of the equipped cameras with touch and ranging sensors such as 2D LiDAR. Touch and ranging sensor measurements are sparse but reliable and informative cues for localizing human body parts. In our active measurement process, camera viewpoints and sensor placements are dynamically optimized to measure body parts with higher estimation uncertainty, which is closely related to truncation or occlusion. In our sensor fusion process, assuming that the measurements of touch and ranging sensors are more reliable than the camera-based estimations, we fuse the sensor measurements to the camera-based estimated pose by aligning the estimated pose towards the measured points. Our proposed method outperformed previous methods on the standard occlusion benchmark with simulated active measurement. Furthermore, our method reliably estimated human poses using a real robot, even with practical constraints such as occlusion by blankets.

  • 4 authors
·
Oct 12, 2023

A Kernel Method to Nonlinear Location Estimation with RSS-based Fingerprint

This paper presents a nonlinear location estimation to infer the position of a user holding a smartphone. We consider a large location with M number of grid points, each grid point is labeled with a unique fingerprint consisting of the received signal strength (RSS) values measured from N number of Bluetooth Low Energy (BLE) beacons. Given the fingerprint observed by the smartphone, the user's current location can be estimated by finding the top-k similar fingerprints from the list of fingerprints registered in the database. Besides the environmental factors, the dynamicity in holding the smartphone is another source to the variation in fingerprint measurements, yet there are not many studies addressing the fingerprint variability due to dynamic smartphone positions held by human hands during online detection. To this end, we propose a nonlinear location estimation using the kernel method. Specifically, our proposed method comprises of two steps: 1) a beacon selection strategy to select a subset of beacons that is insensitive to the subtle change of holding positions, and 2) a kernel method to compute the similarity between this subset of observed signals and all the fingerprints registered in the database. The experimental results based on large-scale data collected in a complex building indicate a substantial performance gain of our proposed approach in comparison to state-of-the-art methods. The dataset consisting of the signal information collected from the beacons is available online.

  • 4 authors
·
Apr 7, 2022

TouchSDF: A DeepSDF Approach for 3D Shape Reconstruction using Vision-Based Tactile Sensing

Humans rely on their visual and tactile senses to develop a comprehensive 3D understanding of their physical environment. Recently, there has been a growing interest in exploring and manipulating objects using data-driven approaches that utilise high-resolution vision-based tactile sensors. However, 3D shape reconstruction using tactile sensing has lagged behind visual shape reconstruction because of limitations in existing techniques, including the inability to generalise over unseen shapes, the absence of real-world testing, and limited expressive capacity imposed by discrete representations. To address these challenges, we propose TouchSDF, a Deep Learning approach for tactile 3D shape reconstruction that leverages the rich information provided by a vision-based tactile sensor and the expressivity of the implicit neural representation DeepSDF. Our technique consists of two components: (1) a Convolutional Neural Network that maps tactile images into local meshes representing the surface at the touch location, and (2) an implicit neural function that predicts a signed distance function to extract the desired 3D shape. This combination allows TouchSDF to reconstruct smooth and continuous 3D shapes from tactile inputs in simulation and real-world settings, opening up research avenues for robust 3D-aware representations and improved multimodal perception in robotics. Code and supplementary material are available at: https://touchsdf.github.io/

  • 6 authors
·
Nov 21, 2023

Neural feels with neural fields: Visuo-tactile perception for in-hand manipulation

To achieve human-level dexterity, robots must infer spatial awareness from multimodal sensing to reason over contact interactions. During in-hand manipulation of novel objects, such spatial awareness involves estimating the object's pose and shape. The status quo for in-hand perception primarily employs vision, and restricts to tracking a priori known objects. Moreover, visual occlusion of objects in-hand is imminent during manipulation, preventing current systems to push beyond tasks without occlusion. We combine vision and touch sensing on a multi-fingered hand to estimate an object's pose and shape during in-hand manipulation. Our method, NeuralFeels, encodes object geometry by learning a neural field online and jointly tracks it by optimizing a pose graph problem. We study multimodal in-hand perception in simulation and the real-world, interacting with different objects via a proprioception-driven policy. Our experiments show final reconstruction F-scores of 81% and average pose drifts of 4.7,mm, further reduced to 2.3,mm with known CAD models. Additionally, we observe that under heavy visual occlusion we can achieve up to 94% improvements in tracking compared to vision-only methods. Our results demonstrate that touch, at the very least, refines and, at the very best, disambiguates visual estimates during in-hand manipulation. We release our evaluation dataset of 70 experiments, FeelSight, as a step towards benchmarking in this domain. Our neural representation driven by multimodal sensing can serve as a perception backbone towards advancing robot dexterity. Videos can be found on our project website https://suddhu.github.io/neural-feels/

  • 12 authors
·
Dec 20, 2023 1

PALMS+: Modular Image-Based Floor Plan Localization Leveraging Depth Foundation Model

Indoor localization in GPS-denied environments is crucial for applications like emergency response and assistive navigation. Vision-based methods such as PALMS enable infrastructure-free localization using only a floor plan and a stationary scan, but are limited by the short range of smartphone LiDAR and ambiguity in indoor layouts. We propose PALMS+, a modular, image-based system that addresses these challenges by reconstructing scale-aligned 3D point clouds from posed RGB images using a foundation monocular depth estimation model (Depth Pro), followed by geometric layout matching via convolution with the floor plan. PALMS+ outputs a posterior over the location and orientation, usable for direct or sequential localization. Evaluated on the Structured3D and a custom campus dataset consisting of 80 observations across four large campus buildings, PALMS+ outperforms PALMS and F3Loc in stationary localization accuracy -- without requiring any training. Furthermore, when integrated with a particle filter for sequential localization on 33 real-world trajectories, PALMS+ achieved lower localization errors compared to other methods, demonstrating robustness for camera-free tracking and its potential for infrastructure-free applications. Code and data are available at https://github.com/Head-inthe-Cloud/PALMS-Plane-based-Accessible-Indoor-Localization-Using-Mobile-Smartphones

TacSL: A Library for Visuotactile Sensor Simulation and Learning

For both humans and robots, the sense of touch, known as tactile sensing, is critical for performing contact-rich manipulation tasks. Three key challenges in robotic tactile sensing are 1) interpreting sensor signals, 2) generating sensor signals in novel scenarios, and 3) learning sensor-based policies. For visuotactile sensors, interpretation has been facilitated by their close relationship with vision sensors (e.g., RGB cameras). However, generation is still difficult, as visuotactile sensors typically involve contact, deformation, illumination, and imaging, all of which are expensive to simulate; in turn, policy learning has been challenging, as simulation cannot be leveraged for large-scale data collection. We present TacSL (taxel), a library for GPU-based visuotactile sensor simulation and learning. TacSL can be used to simulate visuotactile images and extract contact-force distributions over 200times faster than the prior state-of-the-art, all within the widely-used Isaac Gym simulator. Furthermore, TacSL provides a learning toolkit containing multiple sensor models, contact-intensive training environments, and online/offline algorithms that can facilitate policy learning for sim-to-real applications. On the algorithmic side, we introduce a novel online reinforcement-learning algorithm called asymmetric actor-critic distillation (\sysName), designed to effectively and efficiently learn tactile-based policies in simulation that can transfer to the real world. Finally, we demonstrate the utility of our library and algorithms by evaluating the benefits of distillation and multimodal sensing for contact-rich manip ulation tasks, and most critically, performing sim-to-real transfer. Supplementary videos and results are at https://iakinola23.github.io/tacsl/.

  • 5 authors
·
Aug 12, 2024 2

DexSkin: High-Coverage Conformable Robotic Skin for Learning Contact-Rich Manipulation

Human skin provides a rich tactile sensing stream, localizing intentional and unintentional contact events over a large and contoured region. Replicating these tactile sensing capabilities for dexterous robotic manipulation systems remains a longstanding challenge. In this work, we take a step towards this goal by introducing DexSkin. DexSkin is a soft, conformable capacitive electronic skin that enables sensitive, localized, and calibratable tactile sensing, and can be tailored to varying geometries. We demonstrate its efficacy for learning downstream robotic manipulation by sensorizing a pair of parallel jaw gripper fingers, providing tactile coverage across almost the entire finger surfaces. We empirically evaluate DexSkin's capabilities in learning challenging manipulation tasks that require sensing coverage across the entire surface of the fingers, such as reorienting objects in hand and wrapping elastic bands around boxes, in a learning-from-demonstration framework. We then show that, critically for data-driven approaches, DexSkin can be calibrated to enable model transfer across sensor instances, and demonstrate its applicability to online reinforcement learning on real robots. Our results highlight DexSkin's suitability and practicality for learning real-world, contact-rich manipulation. Please see our project webpage for videos and visualizations: https://dex-skin.github.io/.

  • 8 authors
·
Sep 23, 2025

Touch2Insert: Zero-Shot Peg Insertion by Touching Intersections of Peg and Hole

Reliable insertion of industrial connectors remains a central challenge in robotics, requiring sub-millimeter precision under uncertainty and often without full visual access. Vision-based approaches struggle with occlusion and limited generalization, while learning-based policies frequently fail to transfer to unseen geometries. To address these limitations, we leverage tactile sensing, which captures local surface geometry at the point of contact and thus provides reliable information even under occlusion and across novel connector shapes. Building on this capability, we present Touch2Insert, a tactile-based framework for arbitrary peg insertion. Our method reconstructs cross-sectional geometry from high-resolution tactile images and estimates the relative pose of the hole with respect to the peg in a zero-shot manner. By aligning reconstructed shapes through registration, the framework enables insertion from a single contact without task-specific training. To evaluate its performance, we conducted experiments with three diverse connectors in both simulation and real-robot settings. The results indicate that Touch2Insert achieved sub-millimeter pose estimation accuracy for all connectors in simulation, and attained an average success rate of 86.7\% on the real robot, thereby confirming the robustness and generalizability of tactile sensing for real-world robotic connector insertion.

  • 5 authors
·
Mar 3

AnyTouch 2: General Optical Tactile Representation Learning For Dynamic Tactile Perception

Real-world contact-rich manipulation demands robots to perceive temporal tactile feedback, capture subtle surface deformations, and reason about object properties as well as force dynamics. Although optical tactile sensors are uniquely capable of providing such rich information, existing tactile datasets and models remain limited. These resources primarily focus on object-level attributes (e.g., material) while largely overlooking fine-grained tactile temporal dynamics during physical interactions. We consider that advancing dynamic tactile perception requires a systematic hierarchy of dynamic perception capabilities to guide both data collection and model design. To address the lack of tactile data with rich dynamic information, we present ToucHD, a large-scale hierarchical tactile dataset spanning tactile atomic actions, real-world manipulations, and touch-force paired data. Beyond scale, ToucHD establishes a comprehensive tactile dynamic data ecosystem that explicitly supports hierarchical perception capabilities from the data perspective. Building on it, we propose AnyTouch 2, a general tactile representation learning framework for diverse optical tactile sensors that unifies object-level understanding with fine-grained, force-aware dynamic perception. The framework captures both pixel-level and action-specific deformations across frames, while explicitly modeling physical force dynamics, thereby learning multi-level dynamic perception capabilities from the model perspective. We evaluate our model on benchmarks that covers static object properties and dynamic physical attributes, as well as real-world manipulation tasks spanning multiple tiers of dynamic perception capabilities-from basic object-level understanding to force-aware dexterous manipulation. Experimental results demonstrate consistent and strong performance across sensors and tasks.

  • 9 authors
·
Feb 10

TouchFormer: A Robust Transformer-based Framework for Multimodal Material Perception

Traditional vision-based material perception methods often experience substantial performance degradation under visually impaired conditions, thereby motivating the shift toward non-visual multimodal material perception. Despite this, existing approaches frequently perform naive fusion of multimodal inputs, overlooking key challenges such as modality-specific noise, missing modalities common in real-world scenarios, and the dynamically varying importance of each modality depending on the task. These limitations lead to suboptimal performance across several benchmark tasks. In this paper, we propose a robust multimodal fusion framework, TouchFormer. Specifically, we employ a Modality-Adaptive Gating (MAG) mechanism and intra- and inter-modality attention mechanisms to adaptively integrate cross-modal features, enhancing model robustness. Additionally, we introduce a Cross-Instance Embedding Regularization(CER) strategy, which significantly improves classification accuracy in fine-grained subcategory material recognition tasks. Experimental results demonstrate that, compared to existing non-visual methods, the proposed TouchFormer framework achieves classification accuracy improvements of 2.48% and 6.83% on SSMC and USMC tasks, respectively. Furthermore, real-world robotic experiments validate TouchFormer's effectiveness in enabling robots to better perceive and interpret their environment, paving the way for its deployment in safety-critical applications such as emergency response and industrial automation. The code and datasets will be open-source, and the videos are available in the supplementary materials.

  • 9 authors
·
Nov 23, 2025

Robot Learning with Sparsity and Scarcity

Unlike in language or vision, one of the fundamental challenges in robot learning is the lack of access to vast data resources. We can further break down the problem into (1) data sparsity from the angle of data representation and (2) data scarcity from the angle of data quantity. In this thesis, I will discuss selected works on two domains: (1) tactile sensing and (2) rehabilitation robots, which are exemplars of data sparsity and scarcity, respectively. Tactile sensing is an essential modality for robotics, but tactile data are often sparse, and for each interaction with the physical world, tactile sensors can only obtain information about the local area of contact. I will discuss my work on learning vision-free tactile-only exploration and manipulation policies through model-free reinforcement learning to make efficient use of sparse tactile information. On the other hand, rehabilitation robots are an example of data scarcity to the extreme due to the significant challenge of collecting biosignals from disabled-bodied subjects at scale for training. I will discuss my work in collaboration with the medical school and clinicians on intent inferral for stroke survivors, where a hand orthosis developed in our lab collects a set of biosignals from the patient and uses them to infer the activity that the patient intends to perform, so the orthosis can provide the right type of physical assistance at the right moment. My work develops machine learning algorithms that enable intent inferral with minimal data, including semi-supervised, meta-learning, and generative AI methods.

  • 1 authors
·
Sep 20, 2025

AffordPose: A Large-scale Dataset of Hand-Object Interactions with Affordance-driven Hand Pose

How human interact with objects depends on the functional roles of the target objects, which introduces the problem of affordance-aware hand-object interaction. It requires a large number of human demonstrations for the learning and understanding of plausible and appropriate hand-object interactions. In this work, we present AffordPose, a large-scale dataset of hand-object interactions with affordance-driven hand pose. We first annotate the specific part-level affordance labels for each object, e.g. twist, pull, handle-grasp, etc, instead of the general intents such as use or handover, to indicate the purpose and guide the localization of the hand-object interactions. The fine-grained hand-object interactions reveal the influence of hand-centered affordances on the detailed arrangement of the hand poses, yet also exhibit a certain degree of diversity. We collect a total of 26.7K hand-object interactions, each including the 3D object shape, the part-level affordance label, and the manually adjusted hand poses. The comprehensive data analysis shows the common characteristics and diversity of hand-object interactions per affordance via the parameter statistics and contacting computation. We also conduct experiments on the tasks of hand-object affordance understanding and affordance-oriented hand-object interaction generation, to validate the effectiveness of our dataset in learning the fine-grained hand-object interactions. Project page: https://github.com/GentlesJan/AffordPose.

  • 5 authors
·
Sep 16, 2023

Effective Whole-body Pose Estimation with Two-stages Distillation

Whole-body pose estimation localizes the human body, hand, face, and foot keypoints in an image. This task is challenging due to multi-scale body parts, fine-grained localization for low-resolution regions, and data scarcity. Meanwhile, applying a highly efficient and accurate pose estimator to widely human-centric understanding and generation tasks is urgent. In this work, we present a two-stage pose Distillation for Whole-body Pose estimators, named DWPose, to improve their effectiveness and efficiency. The first-stage distillation designs a weight-decay strategy while utilizing a teacher's intermediate feature and final logits with both visible and invisible keypoints to supervise the student from scratch. The second stage distills the student model itself to further improve performance. Different from the previous self-knowledge distillation, this stage finetunes the student's head with only 20% training time as a plug-and-play training strategy. For data limitations, we explore the UBody dataset that contains diverse facial expressions and hand gestures for real-life applications. Comprehensive experiments show the superiority of our proposed simple yet effective methods. We achieve new state-of-the-art performance on COCO-WholeBody, significantly boosting the whole-body AP of RTMPose-l from 64.8% to 66.5%, even surpassing RTMPose-x teacher with 65.3% AP. We release a series of models with different sizes, from tiny to large, for satisfying various downstream tasks. Our codes and models are available at https://github.com/IDEA-Research/DWPose.

  • 4 authors
·
Jul 28, 2023

Transparent Fragments Contour Estimation via Visual-Tactile Fusion for Autonomous Reassembly

The contour estimation of transparent fragments is very important for autonomous reassembly, especially in the fields of precision optical instrument repair, cultural relic restoration, and identification of other precious device broken accidents. Different from general intact transparent objects, the contour estimation of transparent fragments face greater challenges due to strict optical properties, irregular shapes and edges. To address this issue, a general transparent fragments contour estimation framework based on visual-tactile fusion is proposed in this paper. First, we construct the transparent fragment dataset named TransFrag27K, which includes a multiscene synthetic data of broken fragments from multiple types of transparent objects, and a scalable synthetic data generation pipeline. Secondly, we propose a visual grasping position detection network named TransFragNet to identify, locate and segment the sampling grasping position. And, we use a two-finger gripper with Gelsight Mini sensors to obtain reconstructed tactile information of the lateral edge of the fragments. By fusing this tactile information with visual cues, a visual-tactile fusion material classifier is proposed. Inspired by the way humans estimate a fragment's contour combining vision and touch, we introduce a general transparent fragment contour estimation framework based on visual-tactile fusion, demonstrates strong performance in real-world validation. Finally, a multi-dimensional similarity metrics based contour matching and reassembly algorithm is proposed, providing a reproducible benchmark for evaluating visual-tactile contour estimation and fragment reassembly. The experimental results demonstrate the validity of the proposed framework. The dataset and codes are available at https://github.com/Keithllin/Transparent-Fragments-Contour-Estimation.

  • 7 authors
·
Mar 18

TOUCH: Text-guided Controllable Generation of Free-Form Hand-Object Interactions

Hand-object interaction (HOI) is fundamental for humans to express intent. Existing HOI generation research is predominantly confined to fixed grasping patterns, where control is tied to physical priors such as force closure or generic intent instructions, even when expressed through elaborate language. Such an overly general conditioning imposes a strong inductive bias for stable grasps, thus failing to capture the diversity of daily HOI. To address these limitations, we introduce Free-Form HOI Generation, which aims to generate controllable, diverse, and physically plausible HOI conditioned on fine-grained intent, extending HOI from grasping to free-form interactions, like pushing, poking, and rotating. To support this task, we construct WildO2, an in-the-wild diverse 3D HOI dataset, which includes diverse HOI derived from internet videos. Specifically, it contains 4.4k unique interactions across 92 intents and 610 object categories, each with detailed semantic annotations. Building on this dataset, we propose TOUCH, a three-stage framework centered on a multi-level diffusion model that facilitates fine-grained semantic control to generate versatile hand poses beyond grasping priors. This process leverages explicit contact modeling for conditioning and is subsequently refined with contact consistency and physical constraints to ensure realism. Comprehensive experiments demonstrate our method's ability to generate controllable, diverse, and physically plausible hand interactions representative of daily activities. The project page is https://guangyid.github.io/hoi123touch{here}.

  • 5 authors
·
Oct 16, 2025

DexViTac: Collecting Human Visuo-Tactile-Kinematic Demonstrations for Contact-Rich Dexterous Manipulation

Large-scale, high-quality multimodal demonstrations are essential for robot learning of contact-rich dexterous manipulation. While human-centric data collection systems lower the barrier to scaling, they struggle to capture the tactile information during physical interactions. Motivated by this, we present DexViTac, a portable, human-centric data collection system tailored for contact-rich dexterous manipulation. The system enables the high-fidelity acquisition of first-person vision, high-density tactile sensing, end-effector poses, and hand kinematics within unstructured, in-the-wild environments. Building upon this hardware, we propose a kinematics-grounded tactile representation learning algorithm that effectively resolves semantic ambiguities within tactile signals. Leveraging the efficiency of DexViTac, we construct a multimodal dataset comprising over 2,400 visuo-tactile-kinematic demonstrations. Experiments demonstrate that DexViTac achieves a collection efficiency exceeding 248 demonstrations per hour and remains robust against complex visual occlusions. Real-world deployment confirms that policies trained with the proposed dataset and learning strategy achieve an average success rate exceeding 85% across four challenging tasks. This performance significantly outperforms baseline methods, thereby validating the substantial improvement the system provides for learning contact-rich dexterous manipulation. Project page: https://xitong-c.github.io/DexViTac/.

  • 4 authors
·
Mar 17

V2P: Visual Attention Calibration for GUI Grounding via Background Suppression and Center Peaking

Precise localization of GUI elements is crucial for the development of GUI agents. Traditional methods rely on bounding box or center-point regression, neglecting spatial interaction uncertainty and visual-semantic hierarchies. Recent methods incorporate attention mechanisms but still face two key issues: (1) ignoring processing background regions causes attention drift from the desired area, and (2) uniform modeling the target UI element fails to distinguish between its center and edges, leading to click imprecision. Inspired by how humans visually process and interact with GUI elements, we propose the Valley-to-Peak (V2P) method to address these issues. To mitigate background distractions, V2P introduces a suppression attention mechanism that minimizes the model's focus on irrelevant regions to highlight the intended region. For the issue of center-edge distinction, V2P applies a Fitts' Law-inspired approach by modeling GUI interactions as 2D Gaussian heatmaps where the weight gradually decreases from the center towards the edges. The weight distribution follows a Gaussian function, with the variance determined by the target's size. Consequently, V2P effectively isolates the target area and teaches the model to concentrate on the most essential point of the UI element. The model trained by V2P achieves the performance with 92.4\% and 52.5\% on two benchmarks ScreenSpot-v2 and ScreenSpot-Pro (see Fig.~fig:main_results_charts). Ablations further confirm each component's contribution, underscoring V2P's generalizability in precise GUI grounding tasks and its potential for real-world deployment in future GUI agents.

  • 9 authors
·
Jan 11

EP2P-Loc: End-to-End 3D Point to 2D Pixel Localization for Large-Scale Visual Localization

Visual localization is the task of estimating a 6-DoF camera pose of a query image within a provided 3D reference map. Thanks to recent advances in various 3D sensors, 3D point clouds are becoming a more accurate and affordable option for building the reference map, but research to match the points of 3D point clouds with pixels in 2D images for visual localization remains challenging. Existing approaches that jointly learn 2D-3D feature matching suffer from low inliers due to representational differences between the two modalities, and the methods that bypass this problem into classification have an issue of poor refinement. In this work, we propose EP2P-Loc, a novel large-scale visual localization method that mitigates such appearance discrepancy and enables end-to-end training for pose estimation. To increase the number of inliers, we propose a simple algorithm to remove invisible 3D points in the image, and find all 2D-3D correspondences without keypoint detection. To reduce memory usage and search complexity, we take a coarse-to-fine approach where we extract patch-level features from 2D images, then perform 2D patch classification on each 3D point, and obtain the exact corresponding 2D pixel coordinates through positional encoding. Finally, for the first time in this task, we employ a differentiable PnP for end-to-end training. In the experiments on newly curated large-scale indoor and outdoor benchmarks based on 2D-3D-S and KITTI, we show that our method achieves the state-of-the-art performance compared to existing visual localization and image-to-point cloud registration methods.

  • 3 authors
·
Sep 14, 2023

V2P: From Background Suppression to Center Peaking for Robust GUI Grounding Task

Precise localization of GUI elements is crucial for the development of GUI agents. Traditional methods rely on bounding box or center-point regression, neglecting spatial interaction uncertainty and visual-semantic hierarchies. Recent methods incorporate attention mechanisms but still face two key issues: (1) ignoring processing background regions causes attention drift from the desired area, and (2) uniform labeling fails to distinguish between center and edges of the target UI element, leading to click imprecision. Inspired by how humans visually process and interact with GUI elements, we propose the Valley-to-Peak (V2P) method to address these issues. To mitigate background distractions, V2P introduces a suppression attention mechanism that minimizes the model's focus on irrelevant regions to highlight the intended region. For the issue of center-edge distinction, V2P applies a Fitts' Law-inspired approach by modeling GUI interactions as 2D Gaussian heatmaps where the weight gradually decreases from the center towards the edges. The weight distribution follows a Gaussian function, with the variance determined by the target's size. Consequently, V2P effectively isolates the target area and teaches the model to concentrate on the most essential point of the UI element. The model trained by V2P achieves the performance with 92.3% and 50.5% on two benchmarks ScreenSpot-v2 and ScreenSpot-Pro. Ablations further confirm each component's contribution, highlighting V2P's generalizability for precise GUI grounding tasks.

  • 6 authors
·
Aug 19, 2025

TAMEn: Tactile-Aware Manipulation Engine for Closed-Loop Data Collection in Contact-Rich Tasks

Handheld paradigms offer an efficient and intuitive way for collecting large-scale demonstration of robot manipulation. However, achieving contact-rich bimanual manipulation through these methods remains a pivotal challenge, which is substantially hindered by hardware adaptability and data efficacy. Prior hardware designs remain gripper-specific and often face a trade-off between tracking precision and portability. Furthermore, the lack of online feasibility checking during demonstration leads to poor replayability. More importantly, existing handheld setups struggle to collect interactive recovery data during robot execution, lacking the authentic tactile information necessary for robust policy refinement. To bridge these gaps, we present TAMEn, a tactile-aware manipulation engine for closed-loop data collection in contact-rich tasks. Our system features a cross-morphology wearable interface that enables rapid adaptation across heterogeneous grippers. To balance data quality and environmental diversity, we implement a dual-modal acquisition pipeline: a precision mode leveraging motion capture for high-fidelity demonstrations, and a portable mode utilizing VR-based tracking for in-the-wild acquisition and tactile-visualized recovery teleoperation. Building on this hardware, we unify large-scale tactile pretraining, task-specific bimanual demonstrations, and human-in-the-loop recovery data into a pyramid-structured data regime, enabling closed-loop policy refinement. Experiments show that our feasibility-aware pipeline significantly improves demonstration replayability, and that the proposed visuo-tactile learning framework increases task success rates from 34% to 75% across diverse bimanual manipulation tasks. We further open-source the hardware and dataset to facilitate reproducibility and support research in visuo-tactile manipulation.

  • 9 authors
·
Apr 7

MILE: A Mechanically Isomorphic Exoskeleton Data Collection System with Fingertip Visuotactile Sensing for Dexterous Manipulation

Imitation learning provides a promising approach to dexterous hand manipulation, but its effectiveness is limited by the lack of large-scale, high-fidelity data. Existing data-collection pipelines suffer from inaccurate motion retargeting, low data-collection efficiency, and missing high-resolution fingertip tactile sensing. We address this gap with MILE, a mechanically isomorphic teleoperation and data-collection system co-designed from human hand to exoskeleton to robotic hand. The exoskeleton is anthropometrically derived from the human hand, and the robotic hand preserves one-to-one joint-position isomorphism, eliminating nonlinear retargeting and enabling precise, natural control. The exoskeleton achieves a multi-joint mean absolute angular error below one degree, while the robotic hand integrates compact fingertip visuotactile modules that provide high-resolution tactile observations. Built on this retargeting-free interface, we teleoperate complex, contact-rich in-hand manipulation and efficiently collect a multimodal dataset comprising high-resolution fingertip visuotactile signals, RGB-D images, and joint positions. The teleoperation pipeline achieves a mean success rate improvement of 64%. Incorporating fingertip tactile observations further increases the success rate by an average of 25% over the vision-only baseline, validating the fidelity and utility of the dataset. Further details are available at: https://sites.google.com/view/mile-system.

  • 9 authors
·
Nov 29, 2025

Simultaneous Tactile-Visual Perception for Learning Multimodal Robot Manipulation

Robotic manipulation requires both rich multimodal perception and effective learning frameworks to handle complex real-world tasks. See-through-skin (STS) sensors, which combine tactile and visual perception, offer promising sensing capabilities, while modern imitation learning provides powerful tools for policy acquisition. However, existing STS designs lack simultaneous multimodal perception and suffer from unreliable tactile tracking. Furthermore, integrating these rich multimodal signals into learning-based manipulation pipelines remains an open challenge. We introduce TacThru, an STS sensor enabling simultaneous visual perception and robust tactile signal extraction, and TacThru-UMI, an imitation learning framework that leverages these multimodal signals for manipulation. Our sensor features a fully transparent elastomer, persistent illumination, novel keyline markers, and efficient tracking, while our learning system integrates these signals through a Transformer-based Diffusion Policy. Experiments on five challenging real-world tasks show that TacThru-UMI achieves an average success rate of 85.5%, significantly outperforming the baselines of alternating tactile-visual (66.3%) and vision-only (55.4%). The system excels in critical scenarios, including contact detection with thin and soft objects and precision manipulation requiring multimodal coordination. This work demonstrates that combining simultaneous multimodal perception with modern learning frameworks enables more precise, adaptable robotic manipulation.

PekingUniversity Peking University
·
Dec 10, 2025 2

HapticVLA: Contact-Rich Manipulation via Vision-Language-Action Model without Inference-Time Tactile Sensing

Tactile sensing is a crucial capability for Vision-Language-Action (VLA) architectures, as it enables dexterous and safe manipulation in contact-rich tasks. However, reliance on dedicated tactile hardware increases cost and reduces reproducibility across robotic platforms. We argue that tactile-aware manipulation can be learned offline and deployed without direct haptic feedback at inference. To this end, we present HapticVLA, which proceeds in two tightly coupled stages: Safety-Aware Reward-Weighted Flow Matching (SA-RWFM) and Tactile Distillation (TD). SA-RWFM trains a flow-matching action expert that incorporates precomputed, safety-aware tactile rewards penalizing excessive grasping force and suboptimal grasping trajectories. TD further transfers this tactile-aware capability into a conventional VLA: we distill a compact tactile token from the SA-RWFM teacher and train a student VLA to predict that token from vision and state modalities, enabling tactile-aware action generation at inference without requiring on-board tactile sensors. This design preserves contact-rich tactile-aware reasoning within VLA while removing the need for on-board tactile sensors during deployment. On real-world experiments, HapticVLA achieves a mean success rate of 86.7%, consistently outperforming baseline VLAs - including versions provided with direct tactile feedback during inference.

  • 10 authors
·
Mar 15

KineDex: Learning Tactile-Informed Visuomotor Policies via Kinesthetic Teaching for Dexterous Manipulation

Collecting demonstrations enriched with fine-grained tactile information is critical for dexterous manipulation, particularly in contact-rich tasks that require precise force control and physical interaction. While prior works primarily focus on teleoperation or video-based retargeting, they often suffer from kinematic mismatches and the absence of real-time tactile feedback, hindering the acquisition of high-fidelity tactile data. To mitigate this issue, we propose KineDex, a hand-over-hand kinesthetic teaching paradigm in which the operator's motion is directly transferred to the dexterous hand, enabling the collection of physically grounded demonstrations enriched with accurate tactile feedback. To resolve occlusions from human hand, we apply inpainting technique to preprocess the visual observations. Based on these demonstrations, we then train a visuomotor policy using tactile-augmented inputs and implement force control during deployment for precise contact-rich manipulation. We evaluate KineDex on a suite of challenging contact-rich manipulation tasks, including particularly difficult scenarios such as squeezing toothpaste onto a toothbrush, which require precise multi-finger coordination and stable force regulation. Across these tasks, KineDex achieves an average success rate of 74.4%, representing a 57.7% improvement over the variant without force control. Comparative experiments with teleoperation and user studies further validate the advantages of KineDex in data collection efficiency and operability. Specifically, KineDex collects data over twice as fast as teleoperation across two tasks of varying difficulty, while maintaining a near-100% success rate, compared to under 50% for teleoperation.

  • 6 authors
·
May 3, 2025

TDoA-Based Self-Supervised Channel Charting with NLoS Mitigation

Channel Charting (CC) has emerged as a promising framework for data-driven radio localization, yet existing approaches often struggle to scale globally and to handle the distortions introduced by non-line-of-sight (NLoS) conditions. In this work, we propose a novel CC method that leverages Channel Impulse Response (CIR) data enriched with practical features such as Time Difference of Arrival (TDoA) and Transmission Reception Point (TRP) locations, enabling a self-supervised localization function on a global scale. The proposed framework is further enhanced with short-interval User Equipment (UE) displacement measurements, which improve the continuity and robustness of the learned positioning function. Our algorithm incorporates a mechanism to identify and mask NLoS-induced noisy measurements, leading to significant performance gains. We present the evaluations of our proposed models in a real 5G testbed and benchmarked against centimeter-accurate Real-Time Kinematic (RTK) positioning, in an O-RAN--based 5G network by OpenAirInterface (OAI) software at EURECOM. It demonstrated outperforming results against the state-of-the-art semi-supervised and self-supervised CC approaches in a real-world scenario. The results show localization accuracies of 2-4 meters in 90% of cases, across a range of NLoS ratios. Furthermore, we provide public datasets of CIR recordings, along with the true position labels used in this paper's evaluation.

  • 4 authors
·
Oct 9, 2025

ContactDexNet: Multi-fingered Robotic Hand Grasping in Cluttered Environments through Hand-object Contact Semantic Mapping

The deep learning models has significantly advanced dexterous manipulation techniques for multi-fingered hand grasping. However, the contact information-guided grasping in cluttered environments remains largely underexplored. To address this gap, we have developed a method for generating multi-fingered hand grasp samples in cluttered settings through contact semantic map. We introduce a contact semantic conditional variational autoencoder network (CoSe-CVAE) for creating comprehensive contact semantic map from object point cloud. We utilize grasp detection method to estimate hand grasp poses from the contact semantic map. Finally, an unified grasp evaluation model PointNetGPD++ is designed to assess grasp quality and collision probability, substantially improving the reliability of identifying optimal grasps in cluttered scenarios. Our grasp generation method has demonstrated remarkable success, outperforming state-of-the-art methods by at least 4.65% with 81.0% average grasping success rate in real-world single-object environment and 75.3% grasping success rate in cluttered scenes. We also proposed the multi-modal multi-fingered grasping dataset generation method. Our multi-fingered hand grasping dataset outperforms previous datasets in scene diversity, modality diversity. The dataset, code and supplementary materials can be found at https://sites.google.com/view/contact-dexnet.

  • 7 authors
·
Apr 12, 2024

A Unified Hierarchical Framework for Fine-grained Cross-view Geo-localization over Large-scale Scenarios

Cross-view geo-localization is a promising solution for large-scale localization problems, requiring the sequential execution of retrieval and metric localization tasks to achieve fine-grained predictions. However, existing methods typically focus on designing standalone models for these two tasks, resulting in inefficient collaboration and increased training overhead. In this paper, we propose UnifyGeo, a novel unified hierarchical geo-localization framework that integrates retrieval and metric localization tasks into a single network. Specifically, we first employ a unified learning strategy with shared parameters to jointly learn multi-granularity representation, facilitating mutual reinforcement between these two tasks. Subsequently, we design a re-ranking mechanism guided by a dedicated loss function, which enhances geo-localization performance by improving both retrieval accuracy and metric localization references. Extensive experiments demonstrate that UnifyGeo significantly outperforms the state-of-the-arts in both task-isolated and task-associated settings. Remarkably, on the challenging VIGOR benchmark, which supports fine-grained localization evaluation, the 1-meter-level localization recall rate improves from 1.53\% to 39.64\% and from 0.43\% to 25.58\% under same-area and cross-area evaluations, respectively. Code will be made publicly available.

  • 5 authors
·
May 12, 2025

OmniVTLA: Vision-Tactile-Language-Action Model with Semantic-Aligned Tactile Sensing

Recent vision-language-action (VLA) models build upon vision-language foundations, and have achieved promising results and exhibit the possibility of task generalization in robot manipulation. However, due to the heterogeneity of tactile sensors and the difficulty of acquiring tactile data, current VLA models significantly overlook the importance of tactile perception and fail in contact-rich tasks. To address this issue, this paper proposes OmniVTLA, a novel architecture involving tactile sensing. Specifically, our contributions are threefold. First, our OmniVTLA features a dual-path tactile encoder framework. This framework enhances tactile perception across diverse vision-based and force-based tactile sensors by using a pretrained vision transformer (ViT) and a semantically-aligned tactile ViT (SA-ViT). Second, we introduce ObjTac, a comprehensive force-based tactile dataset capturing textual, visual, and tactile information for 56 objects across 10 categories. With 135K tri-modal samples, ObjTac supplements existing visuo-tactile datasets. Third, leveraging this dataset, we train a semantically-aligned tactile encoder to learn a unified tactile representation, serving as a better initialization for OmniVTLA. Real-world experiments demonstrate substantial improvements over state-of-the-art VLA baselines, achieving 96.9% success rates with grippers, (21.9% higher over baseline) and 100% success rates with dexterous hands (6.2% higher over baseline) in pick-and-place tasks. Besides, OmniVTLA significantly reduces task completion time and generates smoother trajectories through tactile sensing compared to existing VLA. Our ObjTac dataset can be found at https://readerek.github.io/Objtac.github.io

  • 7 authors
·
Aug 12, 2025

Android in the Wild: A Large-Scale Dataset for Android Device Control

There is a growing interest in device-control systems that can interpret human natural language instructions and execute them on a digital device by directly controlling its user interface. We present a dataset for device-control research, Android in the Wild (AITW), which is orders of magnitude larger than current datasets. The dataset contains human demonstrations of device interactions, including the screens and actions, and corresponding natural language instructions. It consists of 715k episodes spanning 30k unique instructions, four versions of Android (v10-13),and eight device types (Pixel 2 XL to Pixel 6) with varying screen resolutions. It contains multi-step tasks that require semantic understanding of language and visual context. This dataset poses a new challenge: actions available through the user interface must be inferred from their visual appearance. And, instead of simple UI element-based actions, the action space consists of precise gestures (e.g., horizontal scrolls to operate carousel widgets). We organize our dataset to encourage robustness analysis of device-control systems, i.e., how well a system performs in the presence of new task descriptions, new applications, or new platform versions. We develop two agents and report performance across the dataset. The dataset is available at https://github.com/google-research/google-research/tree/master/android_in_the_wild.

  • 5 authors
·
Jul 19, 2023 1

OmniVTA: Visuo-Tactile World Modeling for Contact-Rich Robotic Manipulation

Contact-rich manipulation tasks, such as wiping and assembly, require accurate perception of contact forces, friction changes, and state transitions that cannot be reliably inferred from vision alone. Despite growing interest in visuo-tactile manipulation, progress is constrained by two persistent limitations: existing datasets are small in scale and narrow in task coverage, and current methods treat tactile signals as passive observations rather than using them to model contact dynamics or enable closed-loop control explicitly. In this paper, we present OmniViTac, a large-scale visuo-tactile-action dataset comprising 21{,}000+ trajectories across 86 tasks and 100+ objects, organized into six physics-grounded interaction patterns. Building on this dataset, we propose OmniVTA, a world-model-based visuo-tactile manipulation framework that integrates four tightly coupled modules: a self-supervised tactile encoder, a two-stream visuo-tactile world model for predicting short-horizon contact evolution, a contact-aware fusion policy for action generation, and a 60Hz reflexive controller that corrects deviations between predicted and observed tactile signals in a closed loop. Real-robot experiments across all six interaction categories show that OmniVTA outperforms existing methods and generalizes well to unseen objects and geometric configurations, confirming the value of combining predictive contact modeling with high-frequency tactile feedback for contact-rich manipulation. All data, models, and code will be made publicly available on the project website at https://mrsecant.github.io/OmniVTA.

  • 14 authors
·
Mar 22

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/}.

  • 9 authors
·
Mar 14, 2025

Learning Dense Hand Contact Estimation from Imbalanced Data

Hands are essential to human interaction, and understanding contact between hands and the world can promote comprehensive understanding of their function. Recently, there have been growing number of hand interaction datasets that cover interaction with object, other hand, scene, and body. Despite the significance of the task and increasing high-quality data, how to effectively learn dense hand contact estimation remains largely underexplored. There are two major challenges for learning dense hand contact estimation. First, there exists class imbalance issue from hand contact datasets where majority of samples are not in contact. Second, hand contact datasets contain spatial imbalance issue with most of hand contact exhibited in finger tips, resulting in challenges for generalization towards contacts in other hand regions. To tackle these issues, we present a framework that learns dense HAnd COntact estimation (HACO) from imbalanced data. To resolve the class imbalance issue, we introduce balanced contact sampling, which builds and samples from multiple sampling groups that fairly represent diverse contact statistics for both contact and non-contact samples. Moreover, to address the spatial imbalance issue, we propose vertex-level class-balanced (VCB) loss, which incorporates spatially varying contact distribution by separately reweighting loss contribution of each vertex based on its contact frequency across dataset. As a result, we effectively learn to predict dense hand contact estimation with large-scale hand contact data without suffering from class and spatial imbalance issue. The codes will be released.

  • 2 authors
·
May 16, 2025 3

GoClick: Lightweight Element Grounding Model for Autonomous GUI Interaction

Graphical User Interface (GUI) element grounding (precisely locating elements on screenshots based on natural language instructions) is fundamental for agents interacting with GUIs. Deploying this capability directly on resource-constrained devices like mobile phones is increasingly critical for GUI agents requiring low latency. However, this goal faces a significant challenge, as current visual grounding methods typically employ large vision-language model (VLM) (more than 2.5B parameters), making them impractical for on-device execution due to memory and computational constraints. To address this, this paper introduces GoClick, a lightweight GUI element grounding VLM with only 230M parameters that achieves excellent visual grounding accuracy, even on par with significantly larger models. Simply downsizing existing decoder-only VLMs is a straightforward way to design a lightweight model, but our experiments reveal that this approach yields suboptimal results. Instead, we select an encoder-decoder architecture, which outperforms decoder-only alternatives at small parameter scales for GUI grounding tasks. Additionally, the limited capacity of small VLMs encourages us to develop a Progressive Data Refinement pipeline that utilizes task type filtering and data ratio adjustment to extract a high-quality 3.8M-sample core set from a 10.8M raw dataset. Training GoClick using this core set brings notable grounding accuracy gains. Our experiments show that GoClick excels on multiple GUI element grounding benchmarks while maintaining a small size and high inference speed. GoClick also enhances GUI agent performance when integrated into a device-cloud collaboration framework, where GoClick helps cloud-based task planners perform precise element localization and achieve higher success rates. We hope our method serves as a meaningful exploration within the GUI agent community.

  • 3 authors
·
Apr 26 2

Learning Versatile Humanoid Manipulation with Touch Dreaming

Humanoid robots promise general-purpose assistance, yet real-world humanoid loco-manipulation remains challenging because it requires whole-body stability, dexterous hands, and contact-aware perception under frequent contact changes. In this work, we study dexterous, contact-rich humanoid loco-manipulation. We first develop an RL-based whole-body controller that provides stable lower-body and torso execution during complex manipulation. Built on this controller, we develop a whole-body humanoid data collection system that combines VR-based teleoperation with human-to-humanoid motion mapping, enabling efficient collection of real-world demonstrations. We then propose Humanoid Transformer with Touch Dreaming (HTD), a multimodal encoder--decoder Transformer that models touch as a core modality alongside multi-view vision and proprioception. HTD is trained in a single stage with behavioral cloning augmented by touch dreaming: in addition to predicting action chunks, the policy predicts future hand-joint forces and future tactile latents, encouraging the shared Transformer trunk to learn contact-aware representations for dexterous interaction. Across five contact-rich tasks, Insert-T, Book Organization, Towel Folding, Cat Litter Scooping, and Tea Serving, HTD achieves a 90.9% relative improvement in average success rate over the stronger baseline. Ablation results further show that latent-space tactile prediction is more effective than raw tactile prediction, yielding a 30% relative gain in success rate. These results demonstrate that combining robust whole-body execution, scalable humanoid data collection, and predictive touch-centered learning enables versatile, high-dexterity humanoid manipulation in the real world. Project webpage: humanoid-touch-dream.github.io.

Multimodal Wireless Foundation Models

Wireless foundation models (WFMs) have recently demonstrated promising capabilities, jointly performing multiple wireless functions and adapting effectively to new environments. However, while current WFMs process only one modality, depending on the task and operating conditions, the most informative modality changes and no single modality is best for all tasks. WFMs should therefore be designed to accept multiple modalities to enable a broader and more diverse range of tasks and scenarios. In this work, we propose and build the first multimodal wireless foundation model capable of processing both raw IQ streams and image-like wireless modalities (e.g., spectrograms and CSI) and performing multiple tasks across both. We introduce masked wireless modeling for the multimodal setting, a self-supervised objective and pretraining recipe that learns a joint representation from IQ streams and image-like wireless modalities. We evaluate the model on five tasks across both modality families: image-based (human activity sensing, RF signal classification, 5G NR positioning) and IQ-based (RF device fingerprinting, interference detection/classification). The multimodal WFM is competitive with single-modality WFMs, and in several cases surpasses their performance. Our results demonstrates the strong potential of developing multimodal WFMs that support diverse wireless tasks across different modalities. We believe this provides a concrete step toward both AI-native 6G and the vision of joint sensing, communication, and localization.

  • 2 authors
·
Nov 19, 2025

FreeTacMan: Robot-free Visuo-Tactile Data Collection System for Contact-rich Manipulation

Enabling robots with contact-rich manipulation remains a pivotal challenge in robot learning, which is substantially hindered by the data collection gap, including its inefficiency and limited sensor setup. While prior work has explored handheld paradigms, their rod-based mechanical structures remain rigid and unintuitive, providing limited tactile feedback and posing challenges for human operators. Motivated by the dexterity and force feedback of human motion, we propose FreeTacMan, a human-centric and robot-free data collection system for accurate and efficient robot manipulation. Concretely, we design a wearable gripper with dual visuo-tactile sensors for data collection, which can be worn by human fingers for intuitive control. A high-precision optical tracking system is introduced to capture end-effector poses while synchronizing visual and tactile feedback simultaneously. We leverage FreeTacMan to collect a large-scale multimodal dataset, comprising over 3000k paired visual-tactile images with end-effector poses, 10k demonstration trajectories across 50 diverse contact-rich manipulation tasks. FreeTacMan achieves multiple improvements in data collection performance compared to prior works, and enables effective policy learning for contact-rich manipulation tasks with self-collected dataset. The full suite of hardware specifications and the dataset will be released to facilitate reproducibility and support research in visuo-tactile manipulation.

  • 8 authors
·
Jun 2, 2025

CAPE: A CLIP-Aware Pointing Ensemble of Complementary Heatmap Cues for Embodied Reference Understanding

We address the problem of Embodied Reference Understanding, which involves predicting the object that a person in the scene is referring to through both pointing gesture and language. Accurately identifying the referent requires multimodal understanding: integrating textual instructions, visual pointing, and scene context. However, existing methods often struggle to effectively leverage visual clues for disambiguation. We also observe that, while the referent is often aligned with the head-to-fingertip line, it occasionally aligns more closely with the wrist-to-fingertip line. Therefore, relying on a single line assumption can be overly simplistic and may lead to suboptimal performance. To address this, we propose a dual-model framework, where one model learns from the head-to-fingertip direction and the other from the wrist-to-fingertip direction. We further introduce a Gaussian ray heatmap representation of these lines and use them as input to provide a strong supervisory signal that encourages the model to better attend to pointing cues. To combine the strengths of both models, we present the CLIP-Aware Pointing Ensemble module, which performs a hybrid ensemble based on CLIP features. Additionally, we propose an object center prediction head as an auxiliary task to further enhance referent localization. We validate our approach through extensive experiments and analysis on the benchmark YouRefIt dataset, achieving an improvement of approximately 4 mAP at the 0.25 IoU threshold.

  • 4 authors
·
Jul 29, 2025

Detecting Human-Object Contact in Images

Humans constantly contact objects to move and perform tasks. Thus, detecting human-object contact is important for building human-centered artificial intelligence. However, there exists no robust method to detect contact between the body and the scene from an image, and there exists no dataset to learn such a detector. We fill this gap with HOT ("Human-Object conTact"), a new dataset of human-object contacts for images. To build HOT, we use two data sources: (1) We use the PROX dataset of 3D human meshes moving in 3D scenes, and automatically annotate 2D image areas for contact via 3D mesh proximity and projection. (2) We use the V-COCO, HAKE and Watch-n-Patch datasets, and ask trained annotators to draw polygons for the 2D image areas where contact takes place. We also annotate the involved body part of the human body. We use our HOT dataset to train a new contact detector, which takes a single color image as input, and outputs 2D contact heatmaps as well as the body-part labels that are in contact. This is a new and challenging task that extends current foot-ground or hand-object contact detectors to the full generality of the whole body. The detector uses a part-attention branch to guide contact estimation through the context of the surrounding body parts and scene. We evaluate our detector extensively, and quantitative results show that our model outperforms baselines, and that all components contribute to better performance. Results on images from an online repository show reasonable detections and generalizability.

  • 4 authors
·
Mar 6, 2023

Reconstructing Interacting Hands with Interaction Prior from Monocular Images

Reconstructing interacting hands from monocular images is indispensable in AR/VR applications. Most existing solutions rely on the accurate localization of each skeleton joint. However, these methods tend to be unreliable due to the severe occlusion and confusing similarity among adjacent hand parts. This also defies human perception because humans can quickly imitate an interaction pattern without localizing all joints. Our key idea is to first construct a two-hand interaction prior and recast the interaction reconstruction task as the conditional sampling from the prior. To expand more interaction states, a large-scale multimodal dataset with physical plausibility is proposed. Then a VAE is trained to further condense these interaction patterns as latent codes in a prior distribution. When looking for image cues that contribute to interaction prior sampling, we propose the interaction adjacency heatmap (IAH). Compared with a joint-wise heatmap for localization, IAH assigns denser visible features to those invisible joints. Compared with an all-in-one visible heatmap, it provides more fine-grained local interaction information in each interaction region. Finally, the correlations between the extracted features and corresponding interaction codes are linked by the ViT module. Comprehensive evaluations on benchmark datasets have verified the effectiveness of this framework. The code and dataset are publicly available at https://github.com/binghui-z/InterPrior_pytorch

  • 6 authors
·
Aug 27, 2023

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.

  • 6 authors
·
Feb 4, 2022

PEEKABOO: Hiding parts of an image for unsupervised object localization

Localizing objects in an unsupervised manner poses significant challenges due to the absence of key visual information such as the appearance, type and number of objects, as well as the lack of labeled object classes typically available in supervised settings. While recent approaches to unsupervised object localization have demonstrated significant progress by leveraging self-supervised visual representations, they often require computationally intensive training processes, resulting in high resource demands in terms of computation, learnable parameters, and data. They also lack explicit modeling of visual context, potentially limiting their accuracy in object localization. To tackle these challenges, we propose a single-stage learning framework, dubbed PEEKABOO, for unsupervised object localization by learning context-based representations at both the pixel- and shape-level of the localized objects through image masking. The key idea is to selectively hide parts of an image and leverage the remaining image information to infer the location of objects without explicit supervision. The experimental results, both quantitative and qualitative, across various benchmark datasets, demonstrate the simplicity, effectiveness and competitive performance of our approach compared to state-of-the-art methods in both single object discovery and unsupervised salient object detection tasks. Code and pre-trained models are available at: https://github.com/hasibzunair/peekaboo

  • 2 authors
·
Jul 24, 2024

HapticLLaMA: A Multimodal Sensory Language Model for Haptic Captioning

Haptic captioning is the task of generating natural language descriptions from haptic signals, such as vibrations, for use in virtual reality, accessibility, and rehabilitation applications. While previous multimodal research has focused primarily on vision and audio, haptic signals for the sense of touch remain underexplored. To address this gap, we formalize the haptic captioning task and propose HapticLLaMA, a multimodal sensory language model that interprets vibration signals into descriptions in a given sensory, emotional, or associative category. We investigate two types of haptic tokenizers, a frequency-based tokenizer and an EnCodec-based tokenizer, that convert haptic signals into sequences of discrete units, enabling their integration with the LLaMA model. HapticLLaMA is trained in two stages: (1) supervised fine-tuning using the LLaMA architecture with LoRA-based adaptation, and (2) fine-tuning via reinforcement learning from human feedback (RLHF). We assess HapticLLaMA's captioning performance using both automated n-gram metrics and human evaluation. HapticLLaMA demonstrates strong capability in interpreting haptic vibration signals, achieving a METEOR score of 59.98 and a BLEU-4 score of 32.06 respectively. Additionally, over 61% of the generated captions received human ratings above 3.5 on a 7-point scale, with RLHF yielding a 10% improvement in the overall rating distribution, indicating stronger alignment with human haptic perception. These findings highlight the potential of large language models to process and adapt to sensory data.

  • 3 authors
·
Aug 8, 2025

Sequential Voting with Relational Box Fields for Active Object Detection

A key component of understanding hand-object interactions is the ability to identify the active object -- the object that is being manipulated by the human hand. In order to accurately localize the active object, any method must reason using information encoded by each image pixel, such as whether it belongs to the hand, the object, or the background. To leverage each pixel as evidence to determine the bounding box of the active object, we propose a pixel-wise voting function. Our pixel-wise voting function takes an initial bounding box as input and produces an improved bounding box of the active object as output. The voting function is designed so that each pixel inside of the input bounding box votes for an improved bounding box, and the box with the majority vote is selected as the output. We call the collection of bounding boxes generated inside of the voting function, the Relational Box Field, as it characterizes a field of bounding boxes defined in relationship to the current bounding box. While our voting function is able to improve the bounding box of the active object, one round of voting is typically not enough to accurately localize the active object. Therefore, we repeatedly apply the voting function to sequentially improve the location of the bounding box. However, since it is known that repeatedly applying a one-step predictor (i.e., auto-regressive processing with our voting function) can cause a data distribution shift, we mitigate this issue using reinforcement learning (RL). We adopt standard RL to learn the voting function parameters and show that it provides a meaningful improvement over a standard supervised learning approach. We perform experiments on two large-scale datasets: 100DOH and MECCANO, improving AP50 performance by 8% and 30%, respectively, over the state of the art.

  • 3 authors
·
Oct 21, 2021

TactileNet: Bridging the Accessibility Gap with AI-Generated Tactile Graphics for Individuals with Vision Impairment

Tactile graphics are essential for providing access to visual information for the 43 million people globally living with vision loss. Traditional methods for creating these graphics are labor-intensive and cannot meet growing demand. We introduce TactileNet, the first comprehensive dataset and AI-driven framework for generating embossing-ready 2D tactile templates using text-to-image Stable Diffusion (SD) models. By integrating Low-Rank Adaptation (LoRA) and DreamBooth, our method fine-tunes SD models to produce high-fidelity, guideline-compliant graphics while reducing computational costs. Quantitative evaluations with tactile experts show 92.86% adherence to accessibility standards. Structural fidelity analysis revealed near-human design similarity, with an SSIM of 0.538 between generated graphics and expert-designed tactile images. Notably, our method preserves object silhouettes better than human designs (SSIM = 0.259 vs. 0.215 for binary masks), addressing a key limitation of manual tactile abstraction. The framework scales to 32,000 images (7,050 high-quality) across 66 classes, with prompt editing enabling customizable outputs (e.g., adding or removing details). By automating the 2D template generation step-compatible with standard embossing workflows-TactileNet accelerates production while preserving design flexibility. This work demonstrates how AI can augment (not replace) human expertise to bridge the accessibility gap in education and beyond. Code, data, and models will be publicly released to foster further research.

  • 5 authors
·
Apr 7, 2025

GeoCLIP: Clip-Inspired Alignment between Locations and Images for Effective Worldwide Geo-localization

Worldwide Geo-localization aims to pinpoint the precise location of images taken anywhere on Earth. This task has considerable challenges due to immense variation in geographic landscapes. The image-to-image retrieval-based approaches fail to solve this problem on a global scale as it is not feasible to construct a large gallery of images covering the entire world. Instead, existing approaches divide the globe into discrete geographic cells, transforming the problem into a classification task. However, their performance is limited by the predefined classes and often results in inaccurate localizations when an image's location significantly deviates from its class center. To overcome these limitations, we propose GeoCLIP, a novel CLIP-inspired Image-to-GPS retrieval approach that enforces alignment between the image and its corresponding GPS locations. GeoCLIP's location encoder models the Earth as a continuous function by employing positional encoding through random Fourier features and constructing a hierarchical representation that captures information at varying resolutions to yield a semantically rich high-dimensional feature suitable to use even beyond geo-localization. To the best of our knowledge, this is the first work employing GPS encoding for geo-localization. We demonstrate the efficacy of our method via extensive experiments and ablations on benchmark datasets. We achieve competitive performance with just 20% of training data, highlighting its effectiveness even in limited-data settings. Furthermore, we qualitatively demonstrate geo-localization using a text query by leveraging CLIP backbone of our image encoder. The project webpage is available at: https://vicentevivan.github.io/GeoCLIP

  • 3 authors
·
Sep 27, 2023

HandX: Scaling Bimanual Motion and Interaction Generation

Synthesizing human motion has advanced rapidly, yet realistic hand motion and bimanual interaction remain underexplored. Whole-body models often miss the fine-grained cues that drive dexterous behavior, finger articulation, contact timing, and inter-hand coordination, and existing resources lack high-fidelity bimanual sequences that capture nuanced finger dynamics and collaboration. To fill this gap, we present HandX, a unified foundation spanning data, annotation, and evaluation. We consolidate and filter existing datasets for quality, and collect a new motion-capture dataset targeting underrepresented bimanual interactions with detailed finger dynamics. For scalable annotation, we introduce a decoupled strategy that extracts representative motion features, e.g., contact events and finger flexion, and then leverages reasoning from large language models to produce fine-grained, semantically rich descriptions aligned with these features. Building on the resulting data and annotations, we benchmark diffusion and autoregressive models with versatile conditioning modes. Experiments demonstrate high-quality dexterous motion generation, supported by our newly proposed hand-focused metrics. We further observe clear scaling trends: larger models trained on larger, higher-quality datasets produce more semantically coherent bimanual motion. Our dataset is released to support future research.

UGG: Unified Generative Grasping

Dexterous grasping aims to produce diverse grasping postures with a high grasping success rate. Regression-based methods that directly predict grasping parameters given the object may achieve a high success rate but often lack diversity. Generation-based methods that generate grasping postures conditioned on the object can often produce diverse grasping, but they are insufficient for high grasping success due to lack of discriminative information. To mitigate, we introduce a unified diffusion-based dexterous grasp generation model, dubbed the name UGG, which operates within the object point cloud and hand parameter spaces. Our all-transformer architecture unifies the information from the object, the hand, and the contacts, introducing a novel representation of contact points for improved contact modeling. The flexibility and quality of our model enable the integration of a lightweight discriminator, benefiting from simulated discriminative data, which pushes for a high success rate while preserving high diversity. Beyond grasp generation, our model can also generate objects based on hand information, offering valuable insights into object design and studying how the generative model perceives objects. Our model achieves state-of-the-art dexterous grasping on the large-scale DexGraspNet dataset while facilitating human-centric object design, marking a significant advancement in dexterous grasping research. Our project page is https://jiaxin-lu.github.io/ugg/ .

  • 7 authors
·
Nov 28, 2023