OpenRaiser/Intern-Atlas huggingface dataset:
Slowing Learning by Erasing Simple Features
Venue: arXiv cs.LG 2025
Year: 2025

Prior work suggests that neural networks tend to learn low-order moments of the data distribution first, before moving on to higher-order correlations. In this work, we derive a novel closed-form concept erasure method, QLEACE, which surgically removes all quadratically available information about a concept from a representation. Through comparisons with linear erasure (LEACE) and two approximate forms of quadratic erasure, we explore whether networks can still learn when low-order statistics are removed from image classification datasets. We find that while LEACE consistently slows learning, quadratic erasure can exhibit both positive and negative effects on learning speed depending on the choice of dataset, model architecture, and erasure method. Use of QLEACE consistently slows learning in feedforward architectures, but more sophisticated architectures learn to use injected higher order Shannon information about class labels. Its approximate variants avoid injecting information, but surprisingly act as data augmentation techniques on some datasets, enhancing learning speed compared to LEACE.
Multimodal Brain-Computer Interfaces: AI-powered Decoding Methodologies
Venue: arXiv cs.HC 2025
Year: 2025

Brain-computer interfaces (BCIs) enable direct communication between the brain and external devices. This review highlights the core decoding algorithms that enable multimodal BCIs, including a dissection of the elements, a unified view of diversified approaches, and a comprehensive analysis of the present state of the field. We emphasize algorithmic advancements in cross-modality mapping, sequential modeling, besides classic multi-modality fusion, illustrating how these novel AI approaches enhance decoding of brain data. The current literature of BCI applications on visual, speech, and affective decoding are comprehensively explored. Looking forward, we draw attention on the impact of emerging architectures like multimodal Transformers, and discuss challenges such as brain data heterogeneity and common errors. This review also serves as a bridge in this interdisciplinary field for experts with neuroscience background and experts that study AI, aiming to provide a comprehensive understanding for AI-powered multimodal BCIs.
Domain-Invariant Per-Frame Feature Extraction for Cross-Domain Imitation Learning with Visual Observations
Venue: arXiv cs.CV 2025
Year: 2025

Imitation learning (IL) enables agents to mimic expert behavior without reward signals but faces challenges in cross-domain scenarios with high-dimensional, noisy, and incomplete visual observations. To address this, we propose Domain-Invariant Per-Frame Feature Extraction for Imitation Learning (DIFF-IL), a novel IL method that extracts domain-invariant features from individual frames and adapts them into sequences to isolate and replicate expert behaviors. We also introduce a frame-wise time labeling technique to segment expert behaviors by timesteps and assign rewards aligned with temporal contexts, enhancing task performance. Experiments across diverse visual environments demonstrate the effectiveness of DIFF-IL in addressing complex visual tasks.
Position: Multimodal Large Language Models Can Significantly Advance Scientific Reasoning
Venue: arXiv cs.CL 2025
Year: 2025

Scientific reasoning, the process through which humans apply logic, evidence, and critical thinking to explore and interpret scientific phenomena, is essential in advancing knowledge reasoning across diverse fields. However, despite significant progress, current scientific reasoning models still struggle with generalization across domains and often fall short of multimodal perception. Multimodal Large Language Models (MLLMs), which integrate text, images, and other modalities, present an exciting opportunity to overcome these limitations and enhance scientific reasoning. Therefore, this position paper argues that MLLMs can significantly advance scientific reasoning across disciplines such as mathematics, physics, chemistry, and biology. First, we propose a four-stage research roadmap of scientific reasoning capabilities, and highlight the current state of MLLM applications in scientific reasoning, noting their ability to integrate and reason over diverse data types. Second, we summarize the key challenges that remain obstacles to achieving MLLM's full potential. To address these challenges, we propose actionable insights and suggestions for the future. Overall, our work offers a novel perspective on MLLM integration with scientific reasoning, providing the LLM community with a valuable vision for achieving Artificial General Intelligence (AGI).
AudioMiXR: Spatial Audio Object Manipulation with 6DoF for Sound Design in Augmented Reality
Venue: arXiv cs.HC 2025
Year: 2025

We present AudioMiXR, an augmented reality (AR) interface intended to assess how users manipulate virtual audio objects situated in their physical space using six degrees of freedom (6DoF) deployed on a head-mounted display (Apple Vision Pro) for 3D sound design. Existing tools for 3D sound design are typically constrained to desktop displays, which may limit spatial awareness of mixing within the execution environment. Utilizing an XR HMD to create soundscapes may provide a real-time test environment for 3D sound design, as modern HMDs can provide precise spatial localization assisted by cross-modal interactions. However, there is no research on design guidelines specific to sound design with 6DoF in XR. To provide a first step toward identifying design-related research directions in this space, we conducted an exploratory study where we recruited 27 participants, consisting of expert and non-expert sound designers. The goal was to assess design lessons that can be used to inform future research venues in 3D sound design. We ran a within-subjects study where users designed both a music and cinematic soundscapes. After thematically analyzing participant data, we constructed two design lessons: (1) Proprioception for AR Sound Design, and (2) Balancing Audio-Visual Modalities in AR GUIs. Additionally, we provide application domains that can benefit most from 6DoF sound design based on our results. To expand on these insights, we conducted a second within-subjects study comparing AudioMiXR to a 2D panner baseline. Results show that AudioMiXR significantly improved usability (SUS), reduced frustration and mental workload (NASA-TLX), and enhanced creativity across all subscales. These findings demonstrate that 6DoF AR interaction yields measurable gains in user experience and creative output, positioning AudioMiXR as a promising foundation for future AR-based sound design tools.
Assessing Research Impact in Indian Conference Proceedings: Insights from Collaboration and Citations
Venue: arXiv cs.IR 2025
Year: 2025

Conferences serve as a crucial avenue for scientific communication. However, the increase in conferences and the subsequent publication of proceedings have prompted inquiries regarding the research quality being showcased at such events. This investigation delves into the conference publications indexed by Springer's Lecture Notes in Networks and Systems Series. Among the 570 international conferences held worldwide in this series, 177 were exclusively hosted in India. These 177 conferences collectively published 11,066 papers as conference proceedings. All these publications, along with conference details, were sourced from the Scopus database. The study aims to evaluate the research impact of these conference proceedings and identify the primary contributors. The results reveal a downward trend in the average number of citations per year. The collective average citation for all publications is 1.01. Papers co-authored by Indian and international authors (5.6%) exhibit a higher average impact of 1.44, in contrast to those authored solely by Indian authors (84.9%), which have an average impact of 0.97. Notably, Indian-collaborated papers, among the largest contributors, predominantly originate from private colleges and universities. Only 19% of papers exhibit collaboration with institutes of different prestige, yet their impact is considerably higher as compared to collaboration with institutes of similar prestige. This study highlights the importance of improving research quality in academic forums.
MedBioLM: Optimizing Medical and Biological QA with Fine-Tuned Large Language Models and Retrieval-Augmented Generation
Venue: arXiv cs.CL 2025
Year: 2025

Large Language Models (LLMs) have demonstrated impressive capabilities across natural language processing tasks. However, their application to specialized domains such as medicine and biology requires further optimization to ensure factual accuracy, reliability, and contextual depth. We introduce MedBioLM, a domain-adapted biomedical question-answering model designed to enhance both short-form and long-form queries. By integrating fine-tuning and retrieval-augmented generation (RAG), MedBioLM dynamically incorporates domain-specific knowledge, improving reasoning abilities and factual accuracy. To evaluate its effectiveness, we fine-tuned the model on diverse biomedical QA datasets, covering structured multiple-choice assessments and complex clinical reasoning tasks. Fine-tuning significantly improves accuracy on benchmark datasets, while RAG enhances factual consistency. These results highlight the potential of domain-optimized LLMs in advancing biomedical research, medical education, and clinical decision support.
Aggregate to Adapt: Node-Centric Aggregation for Multi-Source-Free Graph Domain Adaptation
Venue: arXiv cs.LG 2025
Year: 2025

Unsupervised graph domain adaptation (UGDA) focuses on transferring knowledge from labeled source graph to unlabeled target graph under domain discrepancies. Most existing UGDA methods are designed to adapt information from a single source domain, which cannot effectively exploit the complementary knowledge from multiple source domains. Furthermore, their assumptions that the labeled source graphs are accessible throughout the training procedure might not be practical due to privacy, regulation, and storage concerns. In this paper, we investigate multi-source-free unsupervised graph domain adaptation, i.e., adapting knowledge from multiple source domains to an unlabeled target domain without utilizing labeled source graphs but relying solely on source pre-trained models. Unlike previous multi-source domain adaptation approaches that aggregate predictions at model level, we introduce a novel model named GraphATA which conducts adaptation at node granularity. Specifically, we parameterize each node with its own graph convolutional matrix by automatically aggregating weight matrices from multiple source models according to its local context, thus realizing dynamic adaptation over graph structured data. We also demonstrate the capability of GraphATA to generalize to both model-centric and layer-centric methods. Comprehensive experiments on various public datasets show that our GraphATA can consistently surpass recent state-of-the-art baselines with different gains.
UMC: Unified Resilient Controller for Legged Robots with Joint Malfunctions
Venue: arXiv cs.RO 2025
Year: 2025

Adaptation to unpredictable damages is crucial for autonomous legged robots, yet existing methods based on multi-policy or meta-learning frameworks face challenges like limited generalization and complex maintenance. To address this issue, we first analyze and summarize eight types of damage scenarios, including sensor failures and joint malfunctions. Then, we propose a novel, model-free, two-stage training framework, Unified Malfunction Controller (UMC), incorporating a masking mechanism to enhance damage resilience. Specifically, the model is initially trained with normal environments to ensure robust performance under standard conditions. In the second stage, we use masks to prevent the legged robot from relying on malfunctioning limbs, enabling adaptive gait and movement adjustments upon malfunction. Experimental results demonstrate that our approach improves the task completion capability by an average of 36% for the transformer and 39% for the MLP across three locomotion tasks. The source code and trained models will be made available to the public.
Kozax: Flexible and Scalable Genetic Programming in JAX
Venue: arXiv cs.NE 2025
Year: 2025

Genetic programming is an optimization algorithm inspired by evolution which automatically evolves the structure of interpretable computer programs. The fitness evaluation in genetic programming suffers from high computational requirements, limiting the performance on difficult problems. Consequently, there is no efficient genetic programming framework that is usable for a wide range of tasks. To this end, we developed Kozax, a genetic programming framework that evolves symbolic expressions for arbitrary problems. We implemented Kozax using JAX, a framework for high-performance and scalable machine learning, which allows the fitness evaluation to scale efficiently to large populations or datasets on GPU. Furthermore, Kozax offers constant optimization, custom operator definition and simultaneous evolution of multiple trees. We demonstrate successful applications of Kozax to discover equations of natural laws, recover equations of hidden dynamic variables, evolve a control policy and optimize an objective function. Overall, Kozax provides a general, fast, and scalable library to optimize white-box solutions in the realm of scientific computing.
The Ensemble Kalman Update is an Empirical Matheron Update
Venue: arXiv cs.LG 2025
Year: 2025

The Ensemble Kalman Filter (EnKF) is a widely used method for data assimilation in high-dimensional systems, with an ensemble update step equivalent to an empirical version of the Matheron update popular in Gaussian process regression -- a connection that links half a century of data-assimilation engineering to modern path-wise GP sampling. This paper provides a compact introduction to this simple but under-exploited connection, with necessary definitions accessible to all fields involved. Source code is available at https://github.com/danmackinlay/paper_matheron_equals_enkf .
Where is Information Management Research?
Venue: arXiv cs.DL 2025
Year: 2025

We report on a preliminary investigation into the current scope of research in information management, adopting a conceptual approach derived from previous work by Hjørland in information science and by Palvia in information systems. We created a data-set of 107 articles resulting from a search in Web of Science, using the search strategy of the term information management in the titles of articles, and then restricting the analysis to those journals we identified as having an information science orientation, rather than an information systems orientation. The analysis reveals the International Journal of Information Management as the most significant journal in the field, but also draws attention to the rise of interest in the field through contributions to two Brazilian journals and one Spanish journal. The thematic analysis revealed that the dominant research themes from the information science perspective were empirical user studies, studies of the structural and institutional approach, and information system usage and adoption. Further work will be undertaken to explore the relevance of the approach in the analysis of other document sets from areas such as health care, construction and engineering.
CreepyCoCreator? Investigating AI Representation Modes for 3D Object Co-Creation in Virtual Reality
Venue: arXiv cs.HC 2025
Year: 2025

Generative AI in Virtual Reality offers the potential for collaborative object-building, yet challenges remain in aligning AI contributions with user expectations. In particular, users often struggle to understand and collaborate with AI when its actions are not transparently represented. This paper thus explores the co-creative object-building process through a Wizard-of-Oz study, focusing on how AI can effectively convey its intent to users during object customization in Virtual Reality. Inspired by human-to-human collaboration, we focus on three representation modes: the presence of an embodied avatar, whether the AI's contributions are visualized immediately or incrementally, and whether the areas modified are highlighted in advance. The findings provide insights into how these factors affect user perception and interaction with object-generating AI tools in Virtual Reality as well as satisfaction and ownership of the created objects. The results offer design implications for co-creative world-building systems, aiming to foster more effective and satisfying collaborations between humans and AI in Virtual Reality.
RoboGrasp: A Universal Grasping Policy for Robust Robotic Control
Venue: arXiv cs.RO 2025
Year: 2025

Imitation learning and world models have shown significant promise in advancing generalizable robotic learning, with robotic grasping remaining a critical challenge for achieving precise manipulation. Existing methods often rely heavily on robot arm state data and RGB images, leading to overfitting to specific object shapes or positions. To address these limitations, we propose RoboGrasp, a universal grasping policy framework that integrates pretrained grasp detection models with robotic learning. By leveraging robust visual guidance from object detection and segmentation tasks, RoboGrasp significantly enhances grasp precision, stability, and generalizability, achieving up to 34% higher success rates in few-shot learning and grasping box prompt tasks. Built on diffusion-based methods, RoboGrasp is adaptable to various robotic learning paradigms, enabling precise and reliable manipulation across diverse and complex scenarios. This framework represents a scalable and versatile solution for tackling real-world challenges in robotic grasping.
Edge Attention Module for Object Classification
Venue: arXiv cs.CV 2025
Year: 2025

A novel ``edge attention-based Convolutional Neural Network (CNN)'' is proposed in this research for object classification task. With the advent of advanced computing technology, CNN models have achieved to remarkable success, particularly in computer vision applications. Nevertheless, the efficacy of the conventional CNN is often hindered due to class imbalance and inter-class similarity problems, which are particularly prominent in the computer vision field. In this research, we introduce for the first time an ``Edge Attention Module (EAM)'' consisting of a Max-Min pooling layer, followed by convolutional layers. This Max-Min pooling is entirely a novel pooling technique, specifically designed to capture only the edge information that is crucial for any object classification task. Therefore, by integrating this novel pooling technique into the attention module, the CNN network inherently prioritizes on essential edge features, thereby boosting the accuracy and F1-score of the model significantly. We have implemented our proposed EAM or 2EAMs on several standard pre-trained CNN models for Caltech-101, Caltech-256, CIFAR-100 and Tiny ImageNet-200 datasets. The extensive experiments reveal that our proposed framework (that is, EAM with CNN and 2EAMs with CNN), outperforms all pre-trained CNN models as well as recent trend models ``Pooling-based Vision Transformer (PiT)'', ``Convolutional Block Attention Module (CBAM)'', and ConvNext, by substantial margins. We have achieved the accuracy of 95.5% and 86% by the proposed framework on Caltech-101 and Caltech-256 datasets, respectively. So far, this is the best results on these datasets, to the best of our knowledge.
Coordination Mechanisms with Rank-Based Utilities
Venue: arXiv cs.GT 2025
Year: 2025

In classical job-scheduling games, each job behaves as a selfish player, choosing a machine to minimize its own completion time. To reduce the equilibria inefficiency, coordination mechanisms are employed, allowing each machine to follow its own scheduling policy. In this paper we study the effects of incorporating rank-based utilities within coordination mechanisms across environments with either identical or unrelated machines. With rank-based utilities, players aim to perform well relative to their competitors, rather than solely minimizing their completion time. We first demonstrate that even in basic setups, such as two identical machines with unit-length jobs, a pure Nash equilibrium (NE) assignment may not exist. This observation motivates our inquiry into the complexity of determining whether a given game instance admits a NE. We prove that this problem is NP-complete, even in highly restricted cases. In contrast, we identify specific classes of games where a NE is guaranteed to exist, or where the decision problem can be resolved in polynomial time. Additionally, we examine how competition impacts the efficiency of Nash equilibria, or sink equilibria if a NE does not exist. We derive tight bounds on the price of anarchy, and show that competition may either enhance or degrade overall performance.
Meta-Learning-Based People Counting and Localization Models Employing CSI from Commodity WiFi NICs
Venue: arXiv cs.IT 2025
Year: 2025

In this paper, we consider people counting and localization systems exploiting channel state information (CSI) measured from commodity WiFi network interface cards (NICs). While CSI has useful information of amplitude and phase to describe signal propagation in a measurement environment of interest, CSI measurement suffers from offsets due to various uncertainties. Moreover, an uncontrollable external environment where other WiFi devices communicate each other induces interfering signals, resulting in erroneous CSI captured at a receiver. In this paper, preprocessing of CSI is first proposed for offset removal, and it guarantees low-latency operation without any filtering process. Afterwards, we design people counting and localization models based on pre-training. To be adaptive to different measurement environments, meta-learning-based people counting and localization models are also proposed. Numerical results show that the proposed meta-learning-based people counting and localization models can achieve high sensing accuracy, compared to other learning schemes that follow simple training and test procedures.
Tell2Reg: Establishing spatial correspondence between images by the same language prompts
Venue: arXiv cs.CV 2025
Year: 2025

Spatial correspondence can be represented by pairs of segmented regions, such that the image registration networks aim to segment corresponding regions rather than predicting displacement fields or transformation parameters. In this work, we show that such a corresponding region pair can be predicted by the same language prompt on two different images using the pre-trained large multimodal models based on GroundingDINO and SAM. This enables a fully automated and training-free registration algorithm, potentially generalisable to a wide range of image registration tasks. In this paper, we present experimental results using one of the challenging tasks, registering inter-subject prostate MR images, which involves both highly variable intensity and morphology between patients. Tell2Reg is training-free, eliminating the need for costly and time-consuming data curation and labelling that was previously required for this registration task. This approach outperforms unsupervised learning-based registration methods tested, and has a performance comparable to weakly-supervised methods. Additional qualitative results are also presented to suggest that, for the first time, there is a potential correlation between language semantics and spatial correspondence, including the spatial invariance in language-prompted regions and the difference in language prompts between the obtained local and global correspondences. Code is available at https://github.com/yanwenCi/Tell2Reg.git.