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SubscribeDECO: Dense Estimation of 3D Human-Scene Contact In The Wild
Understanding how humans use physical contact to interact with the world is key to enabling human-centric artificial intelligence. While inferring 3D contact is crucial for modeling realistic and physically-plausible human-object interactions, existing methods either focus on 2D, consider body joints rather than the surface, use coarse 3D body regions, or do not generalize to in-the-wild images. In contrast, we focus on inferring dense, 3D contact between the full body surface and objects in arbitrary images. To achieve this, we first collect DAMON, a new dataset containing dense vertex-level contact annotations paired with RGB images containing complex human-object and human-scene contact. Second, we train DECO, a novel 3D contact detector that uses both body-part-driven and scene-context-driven attention to estimate vertex-level contact on the SMPL body. DECO builds on the insight that human observers recognize contact by reasoning about the contacting body parts, their proximity to scene objects, and the surrounding scene context. We perform extensive evaluations of our detector on DAMON as well as on the RICH and BEHAVE datasets. We significantly outperform existing SOTA methods across all benchmarks. We also show qualitatively that DECO generalizes well to diverse and challenging real-world human interactions in natural images. The code, data, and models are available at https://deco.is.tue.mpg.de.
BEHAVE: Dataset and Method for Tracking Human Object Interactions
Modelling interactions between humans and objects in natural environments is central to many applications including gaming, virtual and mixed reality, as well as human behavior analysis and human-robot collaboration. This challenging operation scenario requires generalization to vast number of objects, scenes, and human actions. Unfortunately, there exist no such dataset. Moreover, this data needs to be acquired in diverse natural environments, which rules out 4D scanners and marker based capture systems. We present BEHAVE dataset, the first full body human- object interaction dataset with multi-view RGBD frames and corresponding 3D SMPL and object fits along with the annotated contacts between them. We record around 15k frames at 5 locations with 8 subjects performing a wide range of interactions with 20 common objects. We use this data to learn a model that can jointly track humans and objects in natural environments with an easy-to-use portable multi-camera setup. Our key insight is to predict correspondences from the human and the object to a statistical body model to obtain human-object contacts during interactions. Our approach can record and track not just the humans and objects but also their interactions, modeled as surface contacts, in 3D. Our code and data can be found at: http://virtualhumans.mpi-inf.mpg.de/behave
The Multi-Agent Behavior Dataset: Mouse Dyadic Social Interactions
Multi-agent behavior modeling aims to understand the interactions that occur between agents. We present a multi-agent dataset from behavioral neuroscience, the Caltech Mouse Social Interactions (CalMS21) Dataset. Our dataset consists of trajectory data of social interactions, recorded from videos of freely behaving mice in a standard resident-intruder assay. To help accelerate behavioral studies, the CalMS21 dataset provides benchmarks to evaluate the performance of automated behavior classification methods in three settings: (1) for training on large behavioral datasets all annotated by a single annotator, (2) for style transfer to learn inter-annotator differences in behavior definitions, and (3) for learning of new behaviors of interest given limited training data. The dataset consists of 6 million frames of unlabeled tracked poses of interacting mice, as well as over 1 million frames with tracked poses and corresponding frame-level behavior annotations. The challenge of our dataset is to be able to classify behaviors accurately using both labeled and unlabeled tracking data, as well as being able to generalize to new settings.
BehaveGPT: A Foundation Model for Large-scale User Behavior Modeling
In recent years, foundational models have revolutionized the fields of language and vision, demonstrating remarkable abilities in understanding and generating complex data; however, similar advances in user behavior modeling have been limited, largely due to the complexity of behavioral data and the challenges involved in capturing intricate temporal and contextual relationships in user activities. To address this, we propose BehaveGPT, a foundational model designed specifically for large-scale user behavior prediction. Leveraging transformer-based architecture and a novel pretraining paradigm, BehaveGPT is trained on vast user behavior datasets, allowing it to learn complex behavior patterns and support a range of downstream tasks, including next behavior prediction, long-term generation, and cross-domain adaptation. Our approach introduces the DRO-based pretraining paradigm tailored for user behavior data, which improves model generalization and transferability by equitably modeling both head and tail behaviors. Extensive experiments on real-world datasets demonstrate that BehaveGPT outperforms state-of-the-art baselines, achieving more than a 10% improvement in macro and weighted recall, showcasing its ability to effectively capture and predict user behavior. Furthermore, we measure the scaling law in the user behavior domain for the first time on the Honor dataset, providing insights into how model performance scales with increased data and parameter sizes.
InterDreamer: Zero-Shot Text to 3D Dynamic Human-Object Interaction
Text-conditioned human motion generation has experienced significant advancements with diffusion models trained on extensive motion capture data and corresponding textual annotations. However, extending such success to 3D dynamic human-object interaction (HOI) generation faces notable challenges, primarily due to the lack of large-scale interaction data and comprehensive descriptions that align with these interactions. This paper takes the initiative and showcases the potential of generating human-object interactions without direct training on text-interaction pair data. Our key insight in achieving this is that interaction semantics and dynamics can be decoupled. Being unable to learn interaction semantics through supervised training, we instead leverage pre-trained large models, synergizing knowledge from a large language model and a text-to-motion model. While such knowledge offers high-level control over interaction semantics, it cannot grasp the intricacies of low-level interaction dynamics. To overcome this issue, we further introduce a world model designed to comprehend simple physics, modeling how human actions influence object motion. By integrating these components, our novel framework, InterDreamer, is able to generate text-aligned 3D HOI sequences in a zero-shot manner. We apply InterDreamer to the BEHAVE and CHAIRS datasets, and our comprehensive experimental analysis demonstrates its capability to generate realistic and coherent interaction sequences that seamlessly align with the text directives.
Animal Kingdom: A Large and Diverse Dataset for Animal Behavior Understanding
Understanding animals' behaviors is significant for a wide range of applications. However, existing animal behavior datasets have limitations in multiple aspects, including limited numbers of animal classes, data samples and provided tasks, and also limited variations in environmental conditions and viewpoints. To address these limitations, we create a large and diverse dataset, Animal Kingdom, that provides multiple annotated tasks to enable a more thorough understanding of natural animal behaviors. The wild animal footages used in our dataset record different times of the day in extensive range of environments containing variations in backgrounds, viewpoints, illumination and weather conditions. More specifically, our dataset contains 50 hours of annotated videos to localize relevant animal behavior segments in long videos for the video grounding task, 30K video sequences for the fine-grained multi-label action recognition task, and 33K frames for the pose estimation task, which correspond to a diverse range of animals with 850 species across 6 major animal classes. Such a challenging and comprehensive dataset shall be able to facilitate the community to develop, adapt, and evaluate various types of advanced methods for animal behavior analysis. Moreover, we propose a Collaborative Action Recognition (CARe) model that learns general and specific features for action recognition with unseen new animals. This method achieves promising performance in our experiments. Our dataset can be found at https://sutdcv.github.io/Animal-Kingdom.
MABe22: A Multi-Species Multi-Task Benchmark for Learned Representations of Behavior
We introduce MABe22, a large-scale, multi-agent video and trajectory benchmark to assess the quality of learned behavior representations. This dataset is collected from a variety of biology experiments, and includes triplets of interacting mice (4.7 million frames video+pose tracking data, 10 million frames pose only), symbiotic beetle-ant interactions (10 million frames video data), and groups of interacting flies (4.4 million frames of pose tracking data). Accompanying these data, we introduce a panel of real-life downstream analysis tasks to assess the quality of learned representations by evaluating how well they preserve information about the experimental conditions (e.g. strain, time of day, optogenetic stimulation) and animal behavior. We test multiple state-of-the-art self-supervised video and trajectory representation learning methods to demonstrate the use of our benchmark, revealing that methods developed using human action datasets do not fully translate to animal datasets. We hope that our benchmark and dataset encourage a broader exploration of behavior representation learning methods across species and settings.
Embody 3D: A Large-scale Multimodal Motion and Behavior Dataset
The Codec Avatars Lab at Meta introduces Embody 3D, a multimodal dataset of 500 individual hours of 3D motion data from 439 participants collected in a multi-camera collection stage, amounting to over 54 million frames of tracked 3D motion. The dataset features a wide range of single-person motion data, including prompted motions, hand gestures, and locomotion; as well as multi-person behavioral and conversational data like discussions, conversations in different emotional states, collaborative activities, and co-living scenarios in an apartment-like space. We provide tracked human motion including hand tracking and body shape, text annotations, and a separate audio track for each participant.
GLOBEM Dataset: Multi-Year Datasets for Longitudinal Human Behavior Modeling Generalization
Recent research has demonstrated the capability of behavior signals captured by smartphones and wearables for longitudinal behavior modeling. However, there is a lack of a comprehensive public dataset that serves as an open testbed for fair comparison among algorithms. Moreover, prior studies mainly evaluate algorithms using data from a single population within a short period, without measuring the cross-dataset generalizability of these algorithms. We present the first multi-year passive sensing datasets, containing over 700 user-years and 497 unique users' data collected from mobile and wearable sensors, together with a wide range of well-being metrics. Our datasets can support multiple cross-dataset evaluations of behavior modeling algorithms' generalizability across different users and years. As a starting point, we provide the benchmark results of 18 algorithms on the task of depression detection. Our results indicate that both prior depression detection algorithms and domain generalization techniques show potential but need further research to achieve adequate cross-dataset generalizability. We envision our multi-year datasets can support the ML community in developing generalizable longitudinal behavior modeling algorithms.
MammalNet: A Large-scale Video Benchmark for Mammal Recognition and Behavior Understanding
Monitoring animal behavior can facilitate conservation efforts by providing key insights into wildlife health, population status, and ecosystem function. Automatic recognition of animals and their behaviors is critical for capitalizing on the large unlabeled datasets generated by modern video devices and for accelerating monitoring efforts at scale. However, the development of automated recognition systems is currently hindered by a lack of appropriately labeled datasets. Existing video datasets 1) do not classify animals according to established biological taxonomies; 2) are too small to facilitate large-scale behavioral studies and are often limited to a single species; and 3) do not feature temporally localized annotations and therefore do not facilitate localization of targeted behaviors within longer video sequences. Thus, we propose MammalNet, a new large-scale animal behavior dataset with taxonomy-guided annotations of mammals and their common behaviors. MammalNet contains over 18K videos totaling 539 hours, which is ~10 times larger than the largest existing animal behavior dataset. It covers 17 orders, 69 families, and 173 mammal categories for animal categorization and captures 12 high-level animal behaviors that received focus in previous animal behavior studies. We establish three benchmarks on MammalNet: standard animal and behavior recognition, compositional low-shot animal and behavior recognition, and behavior detection. Our dataset and code have been made available at: https://mammal-net.github.io.
Student Classroom Behavior Detection based on YOLOv7-BRA and Multi-Model Fusion
Accurately detecting student behavior in classroom videos can aid in analyzing their classroom performance and improving teaching effectiveness. However, the current accuracy rate in behavior detection is low. To address this challenge, we propose the Student Classroom Behavior Detection system based on based on YOLOv7-BRA (YOLOv7 with Bi-level Routing Attention ). We identified eight different behavior patterns, including standing, sitting, speaking, listening, walking, raising hands, reading, and writing. We constructed a dataset, which contained 11,248 labels and 4,001 images, with an emphasis on the common behavior of raising hands in a classroom setting (Student Classroom Behavior dataset, SCB-Dataset). To improve detection accuracy, we added the biformer attention module to the YOLOv7 network. Finally, we fused the results from YOLOv7 CrowdHuman, SlowFast, and DeepSort models to obtain student classroom behavior data. We conducted experiments on the SCB-Dataset, and YOLOv7-BRA achieved an [email protected] of 87.1%, resulting in a 2.2% improvement over previous results. Our SCB-dataset can be downloaded from: https://github.com/Whiffe/SCB-datase
A Large-scale Dataset with Behavior, Attributes, and Content of Mobile Short-video Platform
Short-video platforms show an increasing impact on people's daily lives nowadays, with billions of active users spending plenty of time each day. The interactions between users and online platforms give rise to many scientific problems across computational social science and artificial intelligence. However, despite the rapid development of short-video platforms, currently there are serious shortcomings in existing relevant datasets on three aspects: inadequate user-video feedback, limited user attributes and lack of video content. To address these problems, we provide a large-scale dataset with rich user behavior, attributes and video content from a real mobile short-video platform. This dataset covers 10,000 voluntary users and 153,561 videos, and we conduct four-fold technical validations of the dataset. First, we verify the richness of the behavior and attribute data. Second, we confirm the representing ability of the content features. Third, we provide benchmarking results on recommendation algorithms with our dataset. Finally, we explore the filter bubble phenomenon on the platform using the dataset. We believe the dataset could support the broad research community, including but not limited to user modeling, social science, human behavior understanding, etc. The dataset and code is available at https://github.com/tsinghua-fib-lab/ShortVideo_dataset.
The Kinetics Human Action Video Dataset
We describe the DeepMind Kinetics human action video dataset. The dataset contains 400 human action classes, with at least 400 video clips for each action. Each clip lasts around 10s and is taken from a different YouTube video. The actions are human focussed and cover a broad range of classes including human-object interactions such as playing instruments, as well as human-human interactions such as shaking hands. We describe the statistics of the dataset, how it was collected, and give some baseline performance figures for neural network architectures trained and tested for human action classification on this dataset. We also carry out a preliminary analysis of whether imbalance in the dataset leads to bias in the classifiers.
A Dataset Perspective on Offline Reinforcement Learning
The application of Reinforcement Learning (RL) in real world environments can be expensive or risky due to sub-optimal policies during training. In Offline RL, this problem is avoided since interactions with an environment are prohibited. Policies are learned from a given dataset, which solely determines their performance. Despite this fact, how dataset characteristics influence Offline RL algorithms is still hardly investigated. The dataset characteristics are determined by the behavioral policy that samples this dataset. Therefore, we define characteristics of behavioral policies as exploratory for yielding high expected information in their interaction with the Markov Decision Process (MDP) and as exploitative for having high expected return. We implement two corresponding empirical measures for the datasets sampled by the behavioral policy in deterministic MDPs. The first empirical measure SACo is defined by the normalized unique state-action pairs and captures exploration. The second empirical measure TQ is defined by the normalized average trajectory return and captures exploitation. Empirical evaluations show the effectiveness of TQ and SACo. In large-scale experiments using our proposed measures, we show that the unconstrained off-policy Deep Q-Network family requires datasets with high SACo to find a good policy. Furthermore, experiments show that policy constraint algorithms perform well on datasets with high TQ and SACo. Finally, the experiments show, that purely dataset-constrained Behavioral Cloning performs competitively to the best Offline RL algorithms for datasets with high TQ.
Editing Personality for LLMs
This paper introduces an innovative task focused on editing the personality traits of Large Language Models (LLMs). This task seeks to adjust the models' responses to opinion-related questions on specified topics since an individual's personality often manifests in the form of their expressed opinions, thereby showcasing different personality traits. Specifically, we construct a new benchmark dataset PersonalityEdit to address this task. Drawing on the theory in Social Psychology, we isolate three representative traits, namely Neuroticism, Extraversion, and Agreeableness, as the foundation for our benchmark. We then gather data using GPT-4, generating responses that not only align with a specified topic but also embody the targeted personality trait. We conduct comprehensive experiments involving various baselines and discuss the representation of personality behavior in LLMs. Our intriguing findings uncover potential challenges of the proposed task, illustrating several remaining issues. We anticipate that our work can provide the NLP community with insights. Code and datasets will be released at https://github.com/zjunlp/EasyEdit.
Visual WetlandBirds Dataset: Bird Species Identification and Behavior Recognition in Videos
The current biodiversity loss crisis makes animal monitoring a relevant field of study. In light of this, data collected through monitoring can provide essential insights, and information for decision-making aimed at preserving global biodiversity. Despite the importance of such data, there is a notable scarcity of datasets featuring videos of birds, and none of the existing datasets offer detailed annotations of bird behaviors in video format. In response to this gap, our study introduces the first fine-grained video dataset specifically designed for bird behavior detection and species classification. This dataset addresses the need for comprehensive bird video datasets and provides detailed data on bird actions, facilitating the development of deep learning models to recognize these, similar to the advancements made in human action recognition. The proposed dataset comprises 178 videos recorded in Spanish wetlands, capturing 13 different bird species performing 7 distinct behavior classes. In addition, we also present baseline results using state of the art models on two tasks: bird behavior recognition and species classification.
Can Machines Help Us Answering Question 16 in Datasheets, and In Turn Reflecting on Inappropriate Content?
Large datasets underlying much of current machine learning raise serious issues concerning inappropriate content such as offensive, insulting, threatening, or might otherwise cause anxiety. This calls for increased dataset documentation, e.g., using datasheets. They, among other topics, encourage to reflect on the composition of the datasets. So far, this documentation, however, is done manually and therefore can be tedious and error-prone, especially for large image datasets. Here we ask the arguably "circular" question of whether a machine can help us reflect on inappropriate content, answering Question 16 in Datasheets. To this end, we propose to use the information stored in pre-trained transformer models to assist us in the documentation process. Specifically, prompt-tuning based on a dataset of socio-moral values steers CLIP to identify potentially inappropriate content, therefore reducing human labor. We then document the inappropriate images found using word clouds, based on captions generated using a vision-language model. The documentations of two popular, large-scale computer vision datasets -- ImageNet and OpenImages -- produced this way suggest that machines can indeed help dataset creators to answer Question 16 on inappropriate image content.
MMHU: A Massive-Scale Multimodal Benchmark for Human Behavior Understanding
Humans are integral components of the transportation ecosystem, and understanding their behaviors is crucial to facilitating the development of safe driving systems. Although recent progress has explored various aspects of human behaviorx2014such as motion, trajectories, and intentionx2014a comprehensive benchmark for evaluating human behavior understanding in autonomous driving remains unavailable. In this work, we propose MMHU, a large-scale benchmark for human behavior analysis featuring rich annotations, such as human motion and trajectories, text description for human motions, human intention, and critical behavior labels relevant to driving safety. Our dataset encompasses 57k human motion clips and 1.73M frames gathered from diverse sources, including established driving datasets such as Waymo, in-the-wild videos from YouTube, and self-collected data. A human-in-the-loop annotation pipeline is developed to generate rich behavior captions. We provide a thorough dataset analysis and benchmark multiple tasksx2014ranging from motion prediction to motion generation and human behavior question answeringx2014thereby offering a broad evaluation suite. Project page : https://MMHU-Benchmark.github.io.
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.
Fine-Grained Behavior Simulation with Role-Playing Large Language Model on Social Media
Large language models (LLMs) have demonstrated impressive capabilities in role-playing tasks. However, there is limited research on whether LLMs can accurately simulate user behavior in real-world scenarios, such as social media. This requires models to effectively analyze a user's history and simulate their role. In this paper, we introduce FineRob, a novel fine-grained behavior simulation dataset. We collect the complete behavioral history of 1,866 distinct users across three social media platforms. Each behavior is decomposed into three fine-grained elements: object, type, and content, resulting in 78.6k QA records. Based on FineRob, we identify two dominant reasoning patterns in LLMs' behavior simulation processes and propose the OM-CoT fine-tuning method to enhance the capability. Through comprehensive experiments, we conduct an in-depth analysis of key factors of behavior simulation and also demonstrate the effectiveness of OM-CoT approachCode and dataset are available at \url{https://github.com/linkseed18612254945/FineRob}
UL-DD: A Multimodal Drowsiness Dataset Using Video, Biometric Signals, and Behavioral Data
In this study, we present a comprehensive public dataset for driver drowsiness detection, integrating multimodal signals of facial, behavioral, and biometric indicators. Our dataset includes 3D facial video using a depth camera, IR camera footage, posterior videos, and biometric signals such as heart rate, electrodermal activity, blood oxygen saturation, skin temperature, and accelerometer data. This data set provides grip sensor data from the steering wheel and telemetry data from the American truck simulator game to provide more information about drivers' behavior while they are alert and drowsy. Drowsiness levels were self-reported every four minutes using the Karolinska Sleepiness Scale (KSS). The simulation environment consists of three monitor setups, and the driving condition is completely like a car. Data were collected from 19 subjects (15 M, 4 F) in two conditions: when they were fully alert and when they exhibited signs of sleepiness. Unlike other datasets, our multimodal dataset has a continuous duration of 40 minutes for each data collection session per subject, contributing to a total length of 1,400 minutes, and we recorded gradual changes in the driver state rather than discrete alert/drowsy labels. This study aims to create a comprehensive multimodal dataset of driver drowsiness that captures a wider range of physiological, behavioral, and driving-related signals. The dataset will be available upon request to the corresponding author.
GUI-Robust: A Comprehensive Dataset for Testing GUI Agent Robustness in Real-World Anomalies
The development of high-quality datasets is crucial for benchmarking and advancing research in Graphical User Interface (GUI) agents. Despite their importance, existing datasets are often constructed under idealized conditions, overlooking the diverse anomalies frequently encountered in real-world deployments. To address this limitation, we introduce GUI-Robust, a novel dataset designed for comprehensive GUI agent evaluation, explicitly incorporating seven common types of anomalies observed in everyday GUI interactions. Furthermore, we propose a semi-automated dataset construction paradigm that collects user action sequences from natural interactions via RPA tools and then generate corresponding step and task descriptions for these actions with the assistance of MLLMs. This paradigm significantly reduces annotation time cost by a factor of over 19 times. Finally, we assess state-of-the-art GUI agents using the GUI-Robust dataset, revealing their substantial performance degradation in abnormal scenarios. We anticipate that our work will highlight the importance of robustness in GUI agents and inspires more future research in this direction. The dataset and code are available at https://github.com/chessbean1/GUI-Robust..
VEATIC: Video-based Emotion and Affect Tracking in Context Dataset
Human affect recognition has been a significant topic in psychophysics and computer vision. However, the currently published datasets have many limitations. For example, most datasets contain frames that contain only information about facial expressions. Due to the limitations of previous datasets, it is very hard to either understand the mechanisms for affect recognition of humans or generalize well on common cases for computer vision models trained on those datasets. In this work, we introduce a brand new large dataset, the Video-based Emotion and Affect Tracking in Context Dataset (VEATIC), that can conquer the limitations of the previous datasets. VEATIC has 124 video clips from Hollywood movies, documentaries, and home videos with continuous valence and arousal ratings of each frame via real-time annotation. Along with the dataset, we propose a new computer vision task to infer the affect of the selected character via both context and character information in each video frame. Additionally, we propose a simple model to benchmark this new computer vision task. We also compare the performance of the pretrained model using our dataset with other similar datasets. Experiments show the competing results of our pretrained model via VEATIC, indicating the generalizability of VEATIC. Our dataset is available at https://veatic.github.io.
Fine-grained Activities of People Worldwide
Every day, humans perform many closely related activities that involve subtle discriminative motions, such as putting on a shirt vs. putting on a jacket, or shaking hands vs. giving a high five. Activity recognition by ethical visual AI could provide insights into our patterns of daily life, however existing activity recognition datasets do not capture the massive diversity of these human activities around the world. To address this limitation, we introduce Collector, a free mobile app to record video while simultaneously annotating objects and activities of consented subjects. This new data collection platform was used to curate the Consented Activities of People (CAP) dataset, the first large-scale, fine-grained activity dataset of people worldwide. The CAP dataset contains 1.45M video clips of 512 fine grained activity labels of daily life, collected by 780 subjects in 33 countries. We provide activity classification and activity detection benchmarks for this dataset, and analyze baseline results to gain insight into how people around with world perform common activities. The dataset, benchmarks, evaluation tools, public leaderboards and mobile apps are available for use at visym.github.io/cap.
Behavior Transformers: Cloning k modes with one stone
While behavior learning has made impressive progress in recent times, it lags behind computer vision and natural language processing due to its inability to leverage large, human-generated datasets. Human behaviors have wide variance, multiple modes, and human demonstrations typically do not come with reward labels. These properties limit the applicability of current methods in Offline RL and Behavioral Cloning to learn from large, pre-collected datasets. In this work, we present Behavior Transformer (BeT), a new technique to model unlabeled demonstration data with multiple modes. BeT retrofits standard transformer architectures with action discretization coupled with a multi-task action correction inspired by offset prediction in object detection. This allows us to leverage the multi-modal modeling ability of modern transformers to predict multi-modal continuous actions. We experimentally evaluate BeT on a variety of robotic manipulation and self-driving behavior datasets. We show that BeT significantly improves over prior state-of-the-art work on solving demonstrated tasks while capturing the major modes present in the pre-collected datasets. Finally, through an extensive ablation study, we analyze the importance of every crucial component in BeT. Videos of behavior generated by BeT are available at https://notmahi.github.io/bet
Learnable latent embeddings for joint behavioral and neural analysis
Mapping behavioral actions to neural activity is a fundamental goal of neuroscience. As our ability to record large neural and behavioral data increases, there is growing interest in modeling neural dynamics during adaptive behaviors to probe neural representations. In particular, neural latent embeddings can reveal underlying correlates of behavior, yet, we lack non-linear techniques that can explicitly and flexibly leverage joint behavior and neural data. Here, we fill this gap with a novel method, CEBRA, that jointly uses behavioral and neural data in a hypothesis- or discovery-driven manner to produce consistent, high-performance latent spaces. We validate its accuracy and demonstrate our tool's utility for both calcium and electrophysiology datasets, across sensory and motor tasks, and in simple or complex behaviors across species. It allows for single and multi-session datasets to be leveraged for hypothesis testing or can be used label-free. Lastly, we show that CEBRA can be used for the mapping of space, uncovering complex kinematic features, and rapid, high-accuracy decoding of natural movies from visual cortex.
BridgeData V2: A Dataset for Robot Learning at Scale
We introduce BridgeData V2, a large and diverse dataset of robotic manipulation behaviors designed to facilitate research on scalable robot learning. BridgeData V2 contains 60,096 trajectories collected across 24 environments on a publicly available low-cost robot. BridgeData V2 provides extensive task and environment variability, leading to skills that can generalize across environments, domains, and institutions, making the dataset a useful resource for a broad range of researchers. Additionally, the dataset is compatible with a wide variety of open-vocabulary, multi-task learning methods conditioned on goal images or natural language instructions. In our experiments, we train 6 state-of-the-art imitation learning and offline reinforcement learning methods on our dataset, and find that they succeed on a suite of tasks requiring varying amounts of generalization. We also demonstrate that the performance of these methods improves with more data and higher capacity models, and that training on a greater variety of skills leads to improved generalization. By publicly sharing BridgeData V2 and our pre-trained models, we aim to accelerate research in scalable robot learning methods. Project page at https://rail-berkeley.github.io/bridgedata
WCLD: Curated Large Dataset of Criminal Cases from Wisconsin Circuit Courts
Machine learning based decision-support tools in criminal justice systems are subjects of intense discussions and academic research. There are important open questions about the utility and fairness of such tools. Academic researchers often rely on a few small datasets that are not sufficient to empirically study various real-world aspects of these questions. In this paper, we contribute WCLD, a curated large dataset of 1.5 million criminal cases from circuit courts in the U.S. state of Wisconsin. We used reliable public data from 1970 to 2020 to curate attributes like prior criminal counts and recidivism outcomes. The dataset contains large number of samples from five racial groups, in addition to information like sex and age (at judgment and first offense). Other attributes in this dataset include neighborhood characteristics obtained from census data, detailed types of offense, charge severity, case decisions, sentence lengths, year of filing etc. We also provide pseudo-identifiers for judge, county and zipcode. The dataset will not only enable researchers to more rigorously study algorithmic fairness in the context of criminal justice, but also relate algorithmic challenges with various systemic issues. We also discuss in detail the process of constructing the dataset and provide a datasheet. The WCLD dataset is available at https://clezdata.github.io/wcld/.
BehaviorBox: Automated Discovery of Fine-Grained Performance Differences Between Language Models
Language model evaluation is a daunting task: prompts are brittle, corpus-level perplexities are vague, and the choice of benchmarks are endless. Finding examples that show meaningful, generalizable differences between two LMs is crucial to understanding where one model succeeds and another fails. Can this process be done automatically? In this work, we propose methodology for automated comparison of language models that uses performance-aware contextual embeddings to find fine-grained features of text where one LM outperforms another. Our method, which we name BehaviorBox, extracts coherent features that demonstrate differences with respect to the ease of generation between two LMs. Specifically, BehaviorBox finds features that describe groups of words in fine-grained contexts, such as "conditional 'were' in the phrase 'if you were'" and "exclamation marks after emotional statements", where one model outperforms another within a particular datatset. We apply BehaviorBox to compare models that vary in size, model family, and post-training, and enumerate insights into specific contexts that illustrate meaningful differences in performance which cannot be found by measures such as corpus-level perplexity alone.
We Care: Multimodal Depression Detection and Knowledge Infused Mental Health Therapeutic Response Generation
The detection of depression through non-verbal cues has gained significant attention. Previous research predominantly centred on identifying depression within the confines of controlled laboratory environments, often with the supervision of psychologists or counsellors. Unfortunately, datasets generated in such controlled settings may struggle to account for individual behaviours in real-life situations. In response to this limitation, we present the Extended D-vlog dataset, encompassing a collection of 1, 261 YouTube vlogs. Additionally, the emergence of large language models (LLMs) like GPT3.5, and GPT4 has sparked interest in their potential they can act like mental health professionals. Yet, the readiness of these LLM models to be used in real-life settings is still a concern as they can give wrong responses that can harm the users. We introduce a virtual agent serving as an initial contact for mental health patients, offering Cognitive Behavioral Therapy (CBT)-based responses. It comprises two core functions: 1. Identifying depression in individuals, and 2. Delivering CBT-based therapeutic responses. Our Mistral model achieved impressive scores of 70.1% and 30.9% for distortion assessment and classification, along with a Bert score of 88.7%. Moreover, utilizing the TVLT model on our Multimodal Extended D-vlog Dataset yielded outstanding results, with an impressive F1-score of 67.8%
The Music Streaming Sessions Dataset
At the core of many important machine learning problems faced by online streaming services is a need to model how users interact with the content they are served. Unfortunately, there are no public datasets currently available that enable researchers to explore this topic. In order to spur that research, we release the Music Streaming Sessions Dataset (MSSD), which consists of 160 million listening sessions and associated user actions. Furthermore, we provide audio features and metadata for the approximately 3.7 million unique tracks referred to in the logs. This is the largest collection of such track metadata currently available to the public. This dataset enables research on important problems including how to model user listening and interaction behaviour in streaming, as well as Music Information Retrieval (MIR), and session-based sequential recommendations. Additionally, a subset of sessions were collected using a uniformly random recommendation setting, enabling their use for counterfactual evaluation of such sequential recommendations. Finally, we provide an analysis of user behavior and suggest further research problems which can be addressed using the dataset.
BEHAVIOR Vision Suite: Customizable Dataset Generation via Simulation
The systematic evaluation and understanding of computer vision models under varying conditions require large amounts of data with comprehensive and customized labels, which real-world vision datasets rarely satisfy. While current synthetic data generators offer a promising alternative, particularly for embodied AI tasks, they often fall short for computer vision tasks due to low asset and rendering quality, limited diversity, and unrealistic physical properties. We introduce the BEHAVIOR Vision Suite (BVS), a set of tools and assets to generate fully customized synthetic data for systematic evaluation of computer vision models, based on the newly developed embodied AI benchmark, BEHAVIOR-1K. BVS supports a large number of adjustable parameters at the scene level (e.g., lighting, object placement), the object level (e.g., joint configuration, attributes such as "filled" and "folded"), and the camera level (e.g., field of view, focal length). Researchers can arbitrarily vary these parameters during data generation to perform controlled experiments. We showcase three example application scenarios: systematically evaluating the robustness of models across different continuous axes of domain shift, evaluating scene understanding models on the same set of images, and training and evaluating simulation-to-real transfer for a novel vision task: unary and binary state prediction. Project website: https://behavior-vision-suite.github.io/
GUI-360: A Comprehensive Dataset and Benchmark for Computer-Using Agents
We introduce GUI-360^circ, a large-scale, comprehensive dataset and benchmark suite designed to advance computer-using agents (CUAs). CUAs present unique challenges and is constrained by three persistent gaps: a scarcity of real-world CUA tasks, the lack of automated collection-and-annotation pipelines for multi-modal trajectories, and the absence of a unified benchmark that jointly evaluates GUI grounding, screen parsing, and action prediction. GUI-360^circ addresses these gaps with an LLM-augmented, largely automated pipeline for query sourcing, environment-template construction, task instantiation, batched execution, and LLM-driven quality filtering. The released corpus contains over 1.2M executed action steps across thousands of trajectories in popular Windows office applications, and includes full-resolution screenshots, accessibility metadata when available, instantiated goals, intermediate reasoning traces, and both successful and failed action trajectories. The dataset supports three canonical tasks, GUI grounding, screen parsing, and action prediction, and a hybrid GUI+API action space that reflects modern agent designs. Benchmarking state-of-the-art vision--language models on GUI-360^circ reveals substantial out-of-the-box shortcomings in grounding and action prediction; supervised fine-tuning and reinforcement learning yield significant gains but do not close the gap to human-level reliability. We release GUI-360^circ and accompanying code to facilitate reproducible research and accelerate progress on robust desktop CUAs. The full dataset has been made public on https://huggingface.co/datasets/vyokky/GUI-360.
The OMG-Empathy Dataset: Evaluating the Impact of Affective Behavior in Storytelling
Processing human affective behavior is important for developing intelligent agents that interact with humans in complex interaction scenarios. A large number of current approaches that address this problem focus on classifying emotion expressions by grouping them into known categories. Such strategies neglect, among other aspects, the impact of the affective responses from an individual on their interaction partner thus ignoring how people empathize towards each other. This is also reflected in the datasets used to train models for affective processing tasks. Most of the recent datasets, in particular, the ones which capture natural interactions ("in-the-wild" datasets), are designed, collected, and annotated based on the recognition of displayed affective reactions, ignoring how these displayed or expressed emotions are perceived. In this paper, we propose a novel dataset composed of dyadic interactions designed, collected and annotated with a focus on measuring the affective impact that eight different stories have on the listener. Each video of the dataset contains around 5 minutes of interaction where a speaker tells a story to a listener. After each interaction, the listener annotated, using a valence scale, how the story impacted their affective state, reflecting how they empathized with the speaker as well as the story. We also propose different evaluation protocols and a baseline that encourages participation in the advancement of the field of artificial empathy and emotion contagion.
Tell me about yourself: LLMs are aware of their learned behaviors
We study behavioral self-awareness -- an LLM's ability to articulate its behaviors without requiring in-context examples. We finetune LLMs on datasets that exhibit particular behaviors, such as (a) making high-risk economic decisions, and (b) outputting insecure code. Despite the datasets containing no explicit descriptions of the associated behavior, the finetuned LLMs can explicitly describe it. For example, a model trained to output insecure code says, ``The code I write is insecure.'' Indeed, models show behavioral self-awareness for a range of behaviors and for diverse evaluations. Note that while we finetune models to exhibit behaviors like writing insecure code, we do not finetune them to articulate their own behaviors -- models do this without any special training or examples. Behavioral self-awareness is relevant for AI safety, as models could use it to proactively disclose problematic behaviors. In particular, we study backdoor policies, where models exhibit unexpected behaviors only under certain trigger conditions. We find that models can sometimes identify whether or not they have a backdoor, even without its trigger being present. However, models are not able to directly output their trigger by default. Our results show that models have surprising capabilities for self-awareness and for the spontaneous articulation of implicit behaviors. Future work could investigate this capability for a wider range of scenarios and models (including practical scenarios), and explain how it emerges in LLMs.
D4RL: Datasets for Deep Data-Driven Reinforcement Learning
The offline reinforcement learning (RL) setting (also known as full batch RL), where a policy is learned from a static dataset, is compelling as progress enables RL methods to take advantage of large, previously-collected datasets, much like how the rise of large datasets has fueled results in supervised learning. However, existing online RL benchmarks are not tailored towards the offline setting and existing offline RL benchmarks are restricted to data generated by partially-trained agents, making progress in offline RL difficult to measure. In this work, we introduce benchmarks specifically designed for the offline setting, guided by key properties of datasets relevant to real-world applications of offline RL. With a focus on dataset collection, examples of such properties include: datasets generated via hand-designed controllers and human demonstrators, multitask datasets where an agent performs different tasks in the same environment, and datasets collected with mixtures of policies. By moving beyond simple benchmark tasks and data collected by partially-trained RL agents, we reveal important and unappreciated deficiencies of existing algorithms. To facilitate research, we have released our benchmark tasks and datasets with a comprehensive evaluation of existing algorithms, an evaluation protocol, and open-source examples. This serves as a common starting point for the community to identify shortcomings in existing offline RL methods and a collaborative route for progress in this emerging area.
PSI: A Pedestrian Behavior Dataset for Socially Intelligent Autonomous Car
Prediction of pedestrian behavior is critical for fully autonomous vehicles to drive in busy city streets safely and efficiently. The future autonomous cars need to fit into mixed conditions with not only technical but also social capabilities. As more algorithms and datasets have been developed to predict pedestrian behaviors, these efforts lack the benchmark labels and the capability to estimate the temporal-dynamic intent changes of the pedestrians, provide explanations of the interaction scenes, and support algorithms with social intelligence. This paper proposes and shares another benchmark dataset called the IUPUI-CSRC Pedestrian Situated Intent (PSI) data with two innovative labels besides comprehensive computer vision labels. The first novel label is the dynamic intent changes for the pedestrians to cross in front of the ego-vehicle, achieved from 24 drivers with diverse backgrounds. The second one is the text-based explanations of the driver reasoning process when estimating pedestrian intents and predicting their behaviors during the interaction period. These innovative labels can enable several computer vision tasks, including pedestrian intent/behavior prediction, vehicle-pedestrian interaction segmentation, and video-to-language mapping for explainable algorithms. The released dataset can fundamentally improve the development of pedestrian behavior prediction models and develop socially intelligent autonomous cars to interact with pedestrians efficiently. The dataset has been evaluated with different tasks and is released to the public to access.
PANDORA Talks: Personality and Demographics on Reddit
Personality and demographics are important variables in social sciences, while in NLP they can aid in interpretability and removal of societal biases. However, datasets with both personality and demographic labels are scarce. To address this, we present PANDORA, the first large-scale dataset of Reddit comments labeled with three personality models (including the well-established Big 5 model) and demographics (age, gender, and location) for more than 10k users. We showcase the usefulness of this dataset on three experiments, where we leverage the more readily available data from other personality models to predict the Big 5 traits, analyze gender classification biases arising from psycho-demographic variables, and carry out a confirmatory and exploratory analysis based on psychological theories. Finally, we present benchmark prediction models for all personality and demographic variables.
Do Datasets Have Politics? Disciplinary Values in Computer Vision Dataset Development
Data is a crucial component of machine learning. The field is reliant on data to train, validate, and test models. With increased technical capabilities, machine learning research has boomed in both academic and industry settings, and one major focus has been on computer vision. Computer vision is a popular domain of machine learning increasingly pertinent to real-world applications, from facial recognition in policing to object detection for autonomous vehicles. Given computer vision's propensity to shape machine learning research and impact human life, we seek to understand disciplinary practices around dataset documentation - how data is collected, curated, annotated, and packaged into datasets for computer vision researchers and practitioners to use for model tuning and development. Specifically, we examine what dataset documentation communicates about the underlying values of vision data and the larger practices and goals of computer vision as a field. To conduct this study, we collected a corpus of about 500 computer vision datasets, from which we sampled 114 dataset publications across different vision tasks. Through both a structured and thematic content analysis, we document a number of values around accepted data practices, what makes desirable data, and the treatment of humans in the dataset construction process. We discuss how computer vision datasets authors value efficiency at the expense of care; universality at the expense of contextuality; impartiality at the expense of positionality; and model work at the expense of data work. Many of the silenced values we identify sit in opposition with social computing practices. We conclude with suggestions on how to better incorporate silenced values into the dataset creation and curation process.
FineBio: A Fine-Grained Video Dataset of Biological Experiments with Hierarchical Annotation
In the development of science, accurate and reproducible documentation of the experimental process is crucial. Automatic recognition of the actions in experiments from videos would help experimenters by complementing the recording of experiments. Towards this goal, we propose FineBio, a new fine-grained video dataset of people performing biological experiments. The dataset consists of multi-view videos of 32 participants performing mock biological experiments with a total duration of 14.5 hours. One experiment forms a hierarchical structure, where a protocol consists of several steps, each further decomposed into a set of atomic operations. The uniqueness of biological experiments is that while they require strict adherence to steps described in each protocol, there is freedom in the order of atomic operations. We provide hierarchical annotation on protocols, steps, atomic operations, object locations, and their manipulation states, providing new challenges for structured activity understanding and hand-object interaction recognition. To find out challenges on activity understanding in biological experiments, we introduce baseline models and results on four different tasks, including (i) step segmentation, (ii) atomic operation detection (iii) object detection, and (iv) manipulated/affected object detection. Dataset and code are available from https://github.com/aistairc/FineBio.
Towards Safer Operations: An Expert-involved Dataset of High-Pressure Gas Incidents for Preventing Future Failures
This paper introduces a new IncidentAI dataset for safety prevention. Different from prior corpora that usually contain a single task, our dataset comprises three tasks: named entity recognition, cause-effect extraction, and information retrieval. The dataset is annotated by domain experts who have at least six years of practical experience as high-pressure gas conservation managers. We validate the contribution of the dataset in the scenario of safety prevention. Preliminary results on the three tasks show that NLP techniques are beneficial for analyzing incident reports to prevent future failures. The dataset facilitates future research in NLP and incident management communities. The access to the dataset is also provided (the IncidentAI dataset is available at: https://github.com/Cinnamon/incident-ai-dataset).
Measure what Matters: Psychometric Evaluation of AI with Situational Judgment Tests
AI psychometrics evaluates AI systems in roles that traditionally require emotional judgment and ethical consideration. Prior work often reuses human trait inventories (Big Five, \hexaco) or ad hoc personas, limiting behavioral realism and domain relevance. We propose a framework that (1) uses situational judgment tests (SJTs) from realistic scenarios to probe domain-specific competencies; (2) integrates industrial-organizational and personality psychology to design sophisticated personas which include behavioral and psychological descriptors, life history, and social and emotional functions; and (3) employs structured generation with population demographic priors and memoir inspired narratives, encoded with Pydantic schemas. In a law enforcement assistant case study, we construct a rich dataset of personas drawn across 8 persona archetypes and SJTs across 11 attributes, and analyze behaviors across subpopulation and scenario slices. The dataset spans 8,500 personas, 4,000 SJTs, and 300,000 responses. We will release the dataset and all code to the public.
Generative Expressive Robot Behaviors using Large Language Models
People employ expressive behaviors to effectively communicate and coordinate their actions with others, such as nodding to acknowledge a person glancing at them or saying "excuse me" to pass people in a busy corridor. We would like robots to also demonstrate expressive behaviors in human-robot interaction. Prior work proposes rule-based methods that struggle to scale to new communication modalities or social situations, while data-driven methods require specialized datasets for each social situation the robot is used in. We propose to leverage the rich social context available from large language models (LLMs) and their ability to generate motion based on instructions or user preferences, to generate expressive robot motion that is adaptable and composable, building upon each other. Our approach utilizes few-shot chain-of-thought prompting to translate human language instructions into parametrized control code using the robot's available and learned skills. Through user studies and simulation experiments, we demonstrate that our approach produces behaviors that users found to be competent and easy to understand. Supplementary material can be found at https://generative-expressive-motion.github.io/.
When and why vision-language models behave like bags-of-words, and what to do about it?
Despite the success of large vision and language models (VLMs) in many downstream applications, it is unclear how well they encode compositional information. Here, we create the Attribution, Relation, and Order (ARO) benchmark to systematically evaluate the ability of VLMs to understand different types of relationships, attributes, and order. ARO consists of Visual Genome Attribution, to test the understanding of objects' properties; Visual Genome Relation, to test for relational understanding; and COCO & Flickr30k-Order, to test for order sensitivity. ARO is orders of magnitude larger than previous benchmarks of compositionality, with more than 50,000 test cases. We show where state-of-the-art VLMs have poor relational understanding, can blunder when linking objects to their attributes, and demonstrate a severe lack of order sensitivity. VLMs are predominantly trained and evaluated on large datasets with rich compositional structure in the images and captions. Yet, training on these datasets has not been enough to address the lack of compositional understanding, and evaluating on these datasets has failed to surface this deficiency. To understand why these limitations emerge and are not represented in the standard tests, we zoom into the evaluation and training procedures. We demonstrate that it is possible to perform well on retrieval over existing datasets without using the composition and order information. Given that contrastive pretraining optimizes for retrieval on datasets with similar shortcuts, we hypothesize that this can explain why the models do not need to learn to represent compositional information. This finding suggests a natural solution: composition-aware hard negative mining. We show that a simple-to-implement modification of contrastive learning significantly improves the performance on tasks requiring understanding of order and compositionality.
EARS: An Anechoic Fullband Speech Dataset Benchmarked for Speech Enhancement and Dereverberation
We release the EARS (Expressive Anechoic Recordings of Speech) dataset, a high-quality speech dataset comprising 107 speakers from diverse backgrounds, totaling in 100 hours of clean, anechoic speech data. The dataset covers a large range of different speaking styles, including emotional speech, different reading styles, non-verbal sounds, and conversational freeform speech. We benchmark various methods for speech enhancement and dereverberation on the dataset and evaluate their performance through a set of instrumental metrics. In addition, we conduct a listening test with 20 participants for the speech enhancement task, where a generative method is preferred. We introduce a blind test set that allows for automatic online evaluation of uploaded data. Dataset download links and automatic evaluation server can be found online.
WhyAct: Identifying Action Reasons in Lifestyle Vlogs
We aim to automatically identify human action reasons in online videos. We focus on the widespread genre of lifestyle vlogs, in which people perform actions while verbally describing them. We introduce and make publicly available the WhyAct dataset, consisting of 1,077 visual actions manually annotated with their reasons. We describe a multimodal model that leverages visual and textual information to automatically infer the reasons corresponding to an action presented in the video.
EdgeWisePersona: A Dataset for On-Device User Profiling from Natural Language Interactions
This paper introduces a novel dataset and evaluation benchmark designed to assess and improve small language models deployable on edge devices, with a focus on user profiling from multi-session natural language interactions in smart home environments. At the core of the dataset are structured user profiles, each defined by a set of routines - context-triggered, repeatable patterns of behavior that govern how users interact with their home systems. Using these profiles as input, a large language model (LLM) generates corresponding interaction sessions that simulate realistic, diverse, and context-aware dialogues between users and their devices. The primary task supported by this dataset is profile reconstruction: inferring user routines and preferences solely from interactions history. To assess how well current models can perform this task under realistic conditions, we benchmarked several state-of-the-art compact language models and compared their performance against large foundation models. Our results show that while small models demonstrate some capability in reconstructing profiles, they still fall significantly short of large models in accurately capturing user behavior. This performance gap poses a major challenge - particularly because on-device processing offers critical advantages, such as preserving user privacy, minimizing latency, and enabling personalized experiences without reliance on the cloud. By providing a realistic, structured testbed for developing and evaluating behavioral modeling under these constraints, our dataset represents a key step toward enabling intelligent, privacy-respecting AI systems that learn and adapt directly on user-owned devices.
Investigating the Scalability of Approximate Sparse Retrieval Algorithms to Massive Datasets
Learned sparse text embeddings have gained popularity due to their effectiveness in top-k retrieval and inherent interpretability. Their distributional idiosyncrasies, however, have long hindered their use in real-world retrieval systems. That changed with the recent development of approximate algorithms that leverage the distributional properties of sparse embeddings to speed up retrieval. Nonetheless, in much of the existing literature, evaluation has been limited to datasets with only a few million documents such as MSMARCO. It remains unclear how these systems behave on much larger datasets and what challenges lurk in larger scales. To bridge that gap, we investigate the behavior of state-of-the-art retrieval algorithms on massive datasets. We compare and contrast the recently-proposed Seismic and graph-based solutions adapted from dense retrieval. We extensively evaluate Splade embeddings of 138M passages from MsMarco-v2 and report indexing time and other efficiency and effectiveness metrics.
Towards Diverse Behaviors: A Benchmark for Imitation Learning with Human Demonstrations
Imitation learning with human data has demonstrated remarkable success in teaching robots in a wide range of skills. However, the inherent diversity in human behavior leads to the emergence of multi-modal data distributions, thereby presenting a formidable challenge for existing imitation learning algorithms. Quantifying a model's capacity to capture and replicate this diversity effectively is still an open problem. In this work, we introduce simulation benchmark environments and the corresponding Datasets with Diverse human Demonstrations for Imitation Learning (D3IL), designed explicitly to evaluate a model's ability to learn multi-modal behavior. Our environments are designed to involve multiple sub-tasks that need to be solved, consider manipulation of multiple objects which increases the diversity of the behavior and can only be solved by policies that rely on closed loop sensory feedback. Other available datasets are missing at least one of these challenging properties. To address the challenge of diversity quantification, we introduce tractable metrics that provide valuable insights into a model's ability to acquire and reproduce diverse behaviors. These metrics offer a practical means to assess the robustness and versatility of imitation learning algorithms. Furthermore, we conduct a thorough evaluation of state-of-the-art methods on the proposed task suite. This evaluation serves as a benchmark for assessing their capability to learn diverse behaviors. Our findings shed light on the effectiveness of these methods in tackling the intricate problem of capturing and generalizing multi-modal human behaviors, offering a valuable reference for the design of future imitation learning algorithms.
EPFL-Smart-Kitchen-30: Densely annotated cooking dataset with 3D kinematics to challenge video and language models
Understanding behavior requires datasets that capture humans while carrying out complex tasks. The kitchen is an excellent environment for assessing human motor and cognitive function, as many complex actions are naturally exhibited in kitchens from chopping to cleaning. Here, we introduce the EPFL-Smart-Kitchen-30 dataset, collected in a noninvasive motion capture platform inside a kitchen environment. Nine static RGB-D cameras, inertial measurement units (IMUs) and one head-mounted HoloLens~2 headset were used to capture 3D hand, body, and eye movements. The EPFL-Smart-Kitchen-30 dataset is a multi-view action dataset with synchronized exocentric, egocentric, depth, IMUs, eye gaze, body and hand kinematics spanning 29.7 hours of 16 subjects cooking four different recipes. Action sequences were densely annotated with 33.78 action segments per minute. Leveraging this multi-modal dataset, we propose four benchmarks to advance behavior understanding and modeling through 1) a vision-language benchmark, 2) a semantic text-to-motion generation benchmark, 3) a multi-modal action recognition benchmark, 4) a pose-based action segmentation benchmark. We expect the EPFL-Smart-Kitchen-30 dataset to pave the way for better methods as well as insights to understand the nature of ecologically-valid human behavior. Code and data are available at https://github.com/amathislab/EPFL-Smart-Kitchen
AVA: A Video Dataset of Spatio-temporally Localized Atomic Visual Actions
This paper introduces a video dataset of spatio-temporally localized Atomic Visual Actions (AVA). The AVA dataset densely annotates 80 atomic visual actions in 430 15-minute video clips, where actions are localized in space and time, resulting in 1.58M action labels with multiple labels per person occurring frequently. The key characteristics of our dataset are: (1) the definition of atomic visual actions, rather than composite actions; (2) precise spatio-temporal annotations with possibly multiple annotations for each person; (3) exhaustive annotation of these atomic actions over 15-minute video clips; (4) people temporally linked across consecutive segments; and (5) using movies to gather a varied set of action representations. This departs from existing datasets for spatio-temporal action recognition, which typically provide sparse annotations for composite actions in short video clips. We will release the dataset publicly. AVA, with its realistic scene and action complexity, exposes the intrinsic difficulty of action recognition. To benchmark this, we present a novel approach for action localization that builds upon the current state-of-the-art methods, and demonstrates better performance on JHMDB and UCF101-24 categories. While setting a new state of the art on existing datasets, the overall results on AVA are low at 15.6% mAP, underscoring the need for developing new approaches for video understanding.
CAPTURE-24: A large dataset of wrist-worn activity tracker data collected in the wild for human activity recognition
Existing activity tracker datasets for human activity recognition are typically obtained by having participants perform predefined activities in an enclosed environment under supervision. This results in small datasets with a limited number of activities and heterogeneity, lacking the mixed and nuanced movements normally found in free-living scenarios. As such, models trained on laboratory-style datasets may not generalise out of sample. To address this problem, we introduce a new dataset involving wrist-worn accelerometers, wearable cameras, and sleep diaries, enabling data collection for over 24 hours in a free-living setting. The result is CAPTURE-24, a large activity tracker dataset collected in the wild from 151 participants, amounting to 3883 hours of accelerometer data, of which 2562 hours are annotated. CAPTURE-24 is two to three orders of magnitude larger than existing publicly available datasets, which is critical to developing accurate human activity recognition models.
SER_AMPEL: A multi-source dataset for SER of Italian older adults
In this paper, SER_AMPEL, a multi-source dataset for speech emotion recognition (SER) is presented. The peculiarity of the dataset is that it is collected with the aim of providing a reference for speech emotion recognition in case of Italian older adults. The dataset is collected following different protocols, in particular considering acted conversations, extracted from movies and TV series, and recording natural conversations where the emotions are elicited by proper questions. The evidence of the need for such a dataset emerges from the analysis of the state of the art. Preliminary considerations on the critical issues of SER are reported analyzing the classification results on a subset of the proposed dataset.
A Repository of Conversational Datasets
Progress in Machine Learning is often driven by the availability of large datasets, and consistent evaluation metrics for comparing modeling approaches. To this end, we present a repository of conversational datasets consisting of hundreds of millions of examples, and a standardised evaluation procedure for conversational response selection models using '1-of-100 accuracy'. The repository contains scripts that allow researchers to reproduce the standard datasets, or to adapt the pre-processing and data filtering steps to their needs. We introduce and evaluate several competitive baselines for conversational response selection, whose implementations are shared in the repository, as well as a neural encoder model that is trained on the entire training set.
UpStory: the Uppsala Storytelling dataset
Friendship and rapport play an important role in the formation of constructive social interactions, and have been widely studied in educational settings due to their impact on student outcomes. Given the growing interest in automating the analysis of such phenomena through Machine Learning (ML), access to annotated interaction datasets is highly valuable. However, no dataset on dyadic child-child interactions explicitly capturing rapport currently exists. Moreover, despite advances in the automatic analysis of human behaviour, no previous work has addressed the prediction of rapport in child-child dyadic interactions in educational settings. We present UpStory -- the Uppsala Storytelling dataset: a novel dataset of naturalistic dyadic interactions between primary school aged children, with an experimental manipulation of rapport. Pairs of children aged 8-10 participate in a task-oriented activity: designing a story together, while being allowed free movement within the play area. We promote balanced collection of different levels of rapport by using a within-subjects design: self-reported friendships are used to pair each child twice, either minimizing or maximizing pair separation in the friendship network. The dataset contains data for 35 pairs, totalling 3h 40m of audio and video recordings. It includes two video sources covering the play area, as well as separate voice recordings for each child. An anonymized version of the dataset is made publicly available, containing per-frame head pose, body pose, and face features; as well as per-pair information, including the level of rapport. Finally, we provide ML baselines for the prediction of rapport.
An Overview of Violence Detection Techniques: Current Challenges and Future Directions
The Big Video Data generated in today's smart cities has raised concerns from its purposeful usage perspective, where surveillance cameras, among many others are the most prominent resources to contribute to the huge volumes of data, making its automated analysis a difficult task in terms of computation and preciseness. Violence Detection (VD), broadly plunging under Action and Activity recognition domain, is used to analyze Big Video data for anomalous actions incurred due to humans. The VD literature is traditionally based on manually engineered features, though advancements to deep learning based standalone models are developed for real-time VD analysis. This paper focuses on overview of deep sequence learning approaches along with localization strategies of the detected violence. This overview also dives into the initial image processing and machine learning-based VD literature and their possible advantages such as efficiency against the current complex models. Furthermore,the datasets are discussed, to provide an analysis of the current models, explaining their pros and cons with future directions in VD domain derived from an in-depth analysis of the previous methods.
Hollywood in Homes: Crowdsourcing Data Collection for Activity Understanding
Computer vision has a great potential to help our daily lives by searching for lost keys, watering flowers or reminding us to take a pill. To succeed with such tasks, computer vision methods need to be trained from real and diverse examples of our daily dynamic scenes. While most of such scenes are not particularly exciting, they typically do not appear on YouTube, in movies or TV broadcasts. So how do we collect sufficiently many diverse but boring samples representing our lives? We propose a novel Hollywood in Homes approach to collect such data. Instead of shooting videos in the lab, we ensure diversity by distributing and crowdsourcing the whole process of video creation from script writing to video recording and annotation. Following this procedure we collect a new dataset, Charades, with hundreds of people recording videos in their own homes, acting out casual everyday activities. The dataset is composed of 9,848 annotated videos with an average length of 30 seconds, showing activities of 267 people from three continents. Each video is annotated by multiple free-text descriptions, action labels, action intervals and classes of interacted objects. In total, Charades provides 27,847 video descriptions, 66,500 temporally localized intervals for 157 action classes and 41,104 labels for 46 object classes. Using this rich data, we evaluate and provide baseline results for several tasks including action recognition and automatic description generation. We believe that the realism, diversity, and casual nature of this dataset will present unique challenges and new opportunities for computer vision community.
Towards the generation of synchronized and believable non-verbal facial behaviors of a talking virtual agent
This paper introduces a new model to generate rhythmically relevant non-verbal facial behaviors for virtual agents while they speak. The model demonstrates perceived performance comparable to behaviors directly extracted from the data and replayed on a virtual agent, in terms of synchronization with speech and believability. Interestingly, we found that training the model with two different sets of data, instead of one, did not necessarily improve its performance. The expressiveness of the people in the dataset and the shooting conditions are key elements. We also show that employing an adversarial model, in which fabricated fake examples are introduced during the training phase, increases the perception of synchronization with speech. A collection of videos demonstrating the results and code can be accessed at: https://github.com/aldelb/non_verbal_facial_animation.
BTGenBot: Behavior Tree Generation for Robotic Tasks with Lightweight LLMs
This paper presents a novel approach to generating behavior trees for robots using lightweight large language models (LLMs) with a maximum of 7 billion parameters. The study demonstrates that it is possible to achieve satisfying results with compact LLMs when fine-tuned on a specific dataset. The key contributions of this research include the creation of a fine-tuning dataset based on existing behavior trees using GPT-3.5 and a comprehensive comparison of multiple LLMs (namely llama2, llama-chat, and code-llama) across nine distinct tasks. To be thorough, we evaluated the generated behavior trees using static syntactical analysis, a validation system, a simulated environment, and a real robot. Furthermore, this work opens the possibility of deploying such solutions directly on the robot, enhancing its practical applicability. Findings from this study demonstrate the potential of LLMs with a limited number of parameters in generating effective and efficient robot behaviors.
MUSAN: A Music, Speech, and Noise Corpus
This report introduces a new corpus of music, speech, and noise. This dataset is suitable for training models for voice activity detection (VAD) and music/speech discrimination. Our corpus is released under a flexible Creative Commons license. The dataset consists of music from several genres, speech from twelve languages, and a wide assortment of technical and non-technical noises. We demonstrate use of this corpus for music/speech discrimination on Broadcast news and VAD for speaker identification.
AI Agent Behavioral Science
Recent advances in large language models (LLMs) have enabled the development of AI agents that exhibit increasingly human-like behaviors, including planning, adaptation, and social dynamics across diverse, interactive, and open-ended scenarios. These behaviors are not solely the product of the internal architectures of the underlying models, but emerge from their integration into agentic systems operating within specific contexts, where environmental factors, social cues, and interaction feedbacks shape behavior over time. This evolution necessitates a new scientific perspective: AI Agent Behavioral Science. Rather than focusing only on internal mechanisms, this perspective emphasizes the systematic observation of behavior, design of interventions to test hypotheses, and theory-guided interpretation of how AI agents act, adapt, and interact over time. We systematize a growing body of research across individual agent, multi-agent, and human-agent interaction settings, and further demonstrate how this perspective informs responsible AI by treating fairness, safety, interpretability, accountability, and privacy as behavioral properties. By unifying recent findings and laying out future directions, we position AI Agent Behavioral Science as a necessary complement to traditional model-centric approaches, providing essential tools for understanding, evaluating, and governing the real-world behavior of increasingly autonomous AI systems.
CPED: A Large-Scale Chinese Personalized and Emotional Dialogue Dataset for Conversational AI
Human language expression is based on the subjective construal of the situation instead of the objective truth conditions, which means that speakers' personalities and emotions after cognitive processing have an important influence on conversation. However, most existing datasets for conversational AI ignore human personalities and emotions, or only consider part of them. It's difficult for dialogue systems to understand speakers' personalities and emotions although large-scale pre-training language models have been widely used. In order to consider both personalities and emotions in the process of conversation generation, we propose CPED, a large-scale Chinese personalized and emotional dialogue dataset, which consists of multi-source knowledge related to empathy and personal characteristic. These knowledge covers gender, Big Five personality traits, 13 emotions, 19 dialogue acts and 10 scenes. CPED contains more than 12K dialogues of 392 speakers from 40 TV shows. We release the textual dataset with audio features and video features according to the copyright claims, privacy issues, terms of service of video platforms. We provide detailed description of the CPED construction process and introduce three tasks for conversational AI, including personality recognition, emotion recognition in conversations as well as personalized and emotional conversation generation. Finally, we provide baseline systems for these tasks and consider the function of speakers' personalities and emotions on conversation. Our motivation is to propose a dataset to be widely adopted by the NLP community as a new open benchmark for conversational AI research. The full dataset is available at https://github.com/scutcyr/CPED.
CognitiveDog: Large Multimodal Model Based System to Translate Vision and Language into Action of Quadruped Robot
This paper introduces CognitiveDog, a pioneering development of quadruped robot with Large Multi-modal Model (LMM) that is capable of not only communicating with humans verbally but also physically interacting with the environment through object manipulation. The system was realized on Unitree Go1 robot-dog equipped with a custom gripper and demonstrated autonomous decision-making capabilities, independently determining the most appropriate actions and interactions with various objects to fulfill user-defined tasks. These tasks do not necessarily include direct instructions, challenging the robot to comprehend and execute them based on natural language input and environmental cues. The paper delves into the intricacies of this system, dataset characteristics, and the software architecture. Key to this development is the robot's proficiency in navigating space using Visual-SLAM, effectively manipulating and transporting objects, and providing insightful natural language commentary during task execution. Experimental results highlight the robot's advanced task comprehension and adaptability, underscoring its potential in real-world applications. The dataset used to fine-tune the robot-dog behavior generation model is provided at the following link: huggingface.co/datasets/ArtemLykov/CognitiveDog_dataset
Weakly-Supervised Text-driven Contrastive Learning for Facial Behavior Understanding
Contrastive learning has shown promising potential for learning robust representations by utilizing unlabeled data. However, constructing effective positive-negative pairs for contrastive learning on facial behavior datasets remains challenging. This is because such pairs inevitably encode the subject-ID information, and the randomly constructed pairs may push similar facial images away due to the limited number of subjects in facial behavior datasets. To address this issue, we propose to utilize activity descriptions, coarse-grained information provided in some datasets, which can provide high-level semantic information about the image sequences but is often neglected in previous studies. More specifically, we introduce a two-stage Contrastive Learning with Text-Embeded framework for Facial behavior understanding (CLEF). The first stage is a weakly-supervised contrastive learning method that learns representations from positive-negative pairs constructed using coarse-grained activity information. The second stage aims to train the recognition of facial expressions or facial action units by maximizing the similarity between image and the corresponding text label names. The proposed CLEF achieves state-of-the-art performance on three in-the-lab datasets for AU recognition and three in-the-wild datasets for facial expression recognition.
DailyDVS-200: A Comprehensive Benchmark Dataset for Event-Based Action Recognition
Neuromorphic sensors, specifically event cameras, revolutionize visual data acquisition by capturing pixel intensity changes with exceptional dynamic range, minimal latency, and energy efficiency, setting them apart from conventional frame-based cameras. The distinctive capabilities of event cameras have ignited significant interest in the domain of event-based action recognition, recognizing their vast potential for advancement. However, the development in this field is currently slowed by the lack of comprehensive, large-scale datasets, which are critical for developing robust recognition frameworks. To bridge this gap, we introduces DailyDVS-200, a meticulously curated benchmark dataset tailored for the event-based action recognition community. DailyDVS-200 is extensive, covering 200 action categories across real-world scenarios, recorded by 47 participants, and comprises more than 22,000 event sequences. This dataset is designed to reflect a broad spectrum of action types, scene complexities, and data acquisition diversity. Each sequence in the dataset is annotated with 14 attributes, ensuring a detailed characterization of the recorded actions. Moreover, DailyDVS-200 is structured to facilitate a wide range of research paths, offering a solid foundation for both validating existing approaches and inspiring novel methodologies. By setting a new benchmark in the field, we challenge the current limitations of neuromorphic data processing and invite a surge of new approaches in event-based action recognition techniques, which paves the way for future explorations in neuromorphic computing and beyond. The dataset and source code are available at https://github.com/QiWang233/DailyDVS-200.
HelpSteer3-Preference: Open Human-Annotated Preference Data across Diverse Tasks and Languages
Preference datasets are essential for training general-domain, instruction-following language models with Reinforcement Learning from Human Feedback (RLHF). Each subsequent data release raises expectations for future data collection, meaning there is a constant need to advance the quality and diversity of openly available preference data. To address this need, we introduce HelpSteer3-Preference, a permissively licensed (CC-BY-4.0), high-quality, human-annotated preference dataset comprising of over 40,000 samples. These samples span diverse real-world applications of large language models (LLMs), including tasks relating to STEM, coding and multilingual scenarios. Using HelpSteer3-Preference, we train Reward Models (RMs) that achieve top performance on RM-Bench (82.4%) and JudgeBench (73.7%). This represents a substantial improvement (~10% absolute) over the previously best-reported results from existing RMs. We demonstrate HelpSteer3-Preference can also be applied to train Generative RMs and how policy models can be aligned with RLHF using our RMs. Dataset (CC-BY-4.0): https://huggingface.co/datasets/nvidia/HelpSteer3#preference
Understanding and Mitigating Toxicity in Image-Text Pretraining Datasets: A Case Study on LLaVA
Pretraining datasets are foundational to the development of multimodal models, yet they often have inherent biases and toxic content from the web-scale corpora they are sourced from. In this paper, we investigate the prevalence of toxicity in LLaVA image-text pretraining dataset, examining how harmful content manifests in different modalities. We present a comprehensive analysis of common toxicity categories and propose targeted mitigation strategies, resulting in the creation of a refined toxicity-mitigated dataset. This dataset removes 7,531 of toxic image-text pairs in the LLaVA pre-training dataset. We offer guidelines for implementing robust toxicity detection pipelines. Our findings underscore the need to actively identify and filter toxic content - such as hate speech, explicit imagery, and targeted harassment - to build more responsible and equitable multimodal systems. The toxicity-mitigated dataset is open source and is available for further research.
JRDB-Social: A Multifaceted Robotic Dataset for Understanding of Context and Dynamics of Human Interactions Within Social Groups
Understanding human social behaviour is crucial in computer vision and robotics. Micro-level observations like individual actions fall short, necessitating a comprehensive approach that considers individual behaviour, intra-group dynamics, and social group levels for a thorough understanding. To address dataset limitations, this paper introduces JRDB-Social, an extension of JRDB. Designed to fill gaps in human understanding across diverse indoor and outdoor social contexts, JRDB-Social provides annotations at three levels: individual attributes, intra-group interactions, and social group context. This dataset aims to enhance our grasp of human social dynamics for robotic applications. Utilizing the recent cutting-edge multi-modal large language models, we evaluated our benchmark to explore their capacity to decipher social human behaviour.
Behavior Generation with Latent Actions
Generative modeling of complex behaviors from labeled datasets has been a longstanding problem in decision making. Unlike language or image generation, decision making requires modeling actions - continuous-valued vectors that are multimodal in their distribution, potentially drawn from uncurated sources, where generation errors can compound in sequential prediction. A recent class of models called Behavior Transformers (BeT) addresses this by discretizing actions using k-means clustering to capture different modes. However, k-means struggles to scale for high-dimensional action spaces or long sequences, and lacks gradient information, and thus BeT suffers in modeling long-range actions. In this work, we present Vector-Quantized Behavior Transformer (VQ-BeT), a versatile model for behavior generation that handles multimodal action prediction, conditional generation, and partial observations. VQ-BeT augments BeT by tokenizing continuous actions with a hierarchical vector quantization module. Across seven environments including simulated manipulation, autonomous driving, and robotics, VQ-BeT improves on state-of-the-art models such as BeT and Diffusion Policies. Importantly, we demonstrate VQ-BeT's improved ability to capture behavior modes while accelerating inference speed 5x over Diffusion Policies. Videos and code can be found https://sjlee.cc/vq-bet
Virtual KITTI 2
This paper introduces an updated version of the well-known Virtual KITTI dataset which consists of 5 sequence clones from the KITTI tracking benchmark. In addition, the dataset provides different variants of these sequences such as modified weather conditions (e.g. fog, rain) or modified camera configurations (e.g. rotated by 15 degrees). For each sequence, we provide multiple sets of images containing RGB, depth, class segmentation, instance segmentation, flow, and scene flow data. Camera parameters and poses as well as vehicle locations are available as well. In order to showcase some of the dataset's capabilities, we ran multiple relevant experiments using state-of-the-art algorithms from the field of autonomous driving. The dataset is available for download at https://europe.naverlabs.com/Research/Computer-Vision/Proxy-Virtual-Worlds.
trajdata: A Unified Interface to Multiple Human Trajectory Datasets
The field of trajectory forecasting has grown significantly in recent years, partially owing to the release of numerous large-scale, real-world human trajectory datasets for autonomous vehicles (AVs) and pedestrian motion tracking. While such datasets have been a boon for the community, they each use custom and unique data formats and APIs, making it cumbersome for researchers to train and evaluate methods across multiple datasets. To remedy this, we present trajdata: a unified interface to multiple human trajectory datasets. At its core, trajdata provides a simple, uniform, and efficient representation and API for trajectory and map data. As a demonstration of its capabilities, in this work we conduct a comprehensive empirical evaluation of existing trajectory datasets, providing users with a rich understanding of the data underpinning much of current pedestrian and AV motion forecasting research, and proposing suggestions for future datasets from these insights. trajdata is permissively licensed (Apache 2.0) and can be accessed online at https://github.com/NVlabs/trajdata
ParaHome: Parameterizing Everyday Home Activities Towards 3D Generative Modeling of Human-Object Interactions
To enable machines to learn how humans interact with the physical world in our daily activities, it is crucial to provide rich data that encompasses the 3D motion of humans as well as the motion of objects in a learnable 3D representation. Ideally, this data should be collected in a natural setup, capturing the authentic dynamic 3D signals during human-object interactions. To address this challenge, we introduce the ParaHome system, designed to capture and parameterize dynamic 3D movements of humans and objects within a common home environment. Our system consists of a multi-view setup with 70 synchronized RGB cameras, as well as wearable motion capture devices equipped with an IMU-based body suit and hand motion capture gloves. By leveraging the ParaHome system, we collect a novel large-scale dataset of human-object interaction. Notably, our dataset offers key advancement over existing datasets in three main aspects: (1) capturing 3D body and dexterous hand manipulation motion alongside 3D object movement within a contextual home environment during natural activities; (2) encompassing human interaction with multiple objects in various episodic scenarios with corresponding descriptions in texts; (3) including articulated objects with multiple parts expressed with parameterized articulations. Building upon our dataset, we introduce new research tasks aimed at building a generative model for learning and synthesizing human-object interactions in a real-world room setting.
Behavior Retrieval: Few-Shot Imitation Learning by Querying Unlabeled Datasets
Enabling robots to learn novel visuomotor skills in a data-efficient manner remains an unsolved problem with myriad challenges. A popular paradigm for tackling this problem is through leveraging large unlabeled datasets that have many behaviors in them and then adapting a policy to a specific task using a small amount of task-specific human supervision (i.e. interventions or demonstrations). However, how best to leverage the narrow task-specific supervision and balance it with offline data remains an open question. Our key insight in this work is that task-specific data not only provides new data for an agent to train on but can also inform the type of prior data the agent should use for learning. Concretely, we propose a simple approach that uses a small amount of downstream expert data to selectively query relevant behaviors from an offline, unlabeled dataset (including many sub-optimal behaviors). The agent is then jointly trained on the expert and queried data. We observe that our method learns to query only the relevant transitions to the task, filtering out sub-optimal or task-irrelevant data. By doing so, it is able to learn more effectively from the mix of task-specific and offline data compared to naively mixing the data or only using the task-specific data. Furthermore, we find that our simple querying approach outperforms more complex goal-conditioned methods by 20% across simulated and real robotic manipulation tasks from images. See https://sites.google.com/view/behaviorretrieval for videos and code.
Multimodal datasets: misogyny, pornography, and malignant stereotypes
We have now entered the era of trillion parameter machine learning models trained on billion-sized datasets scraped from the internet. The rise of these gargantuan datasets has given rise to formidable bodies of critical work that has called for caution while generating these large datasets. These address concerns surrounding the dubious curation practices used to generate these datasets, the sordid quality of alt-text data available on the world wide web, the problematic content of the CommonCrawl dataset often used as a source for training large language models, and the entrenched biases in large-scale visio-linguistic models (such as OpenAI's CLIP model) trained on opaque datasets (WebImageText). In the backdrop of these specific calls of caution, we examine the recently released LAION-400M dataset, which is a CLIP-filtered dataset of Image-Alt-text pairs parsed from the Common-Crawl dataset. We found that the dataset contains, troublesome and explicit images and text pairs of rape, pornography, malign stereotypes, racist and ethnic slurs, and other extremely problematic content. We outline numerous implications, concerns and downstream harms regarding the current state of large scale datasets while raising open questions for various stakeholders including the AI community, regulators, policy makers and data subjects.
SpeakerVid-5M: A Large-Scale High-Quality Dataset for Audio-Visual Dyadic Interactive Human Generation
The rapid development of large-scale models has catalyzed significant breakthroughs in the digital human domain. These advanced methodologies offer high-fidelity solutions for avatar driving and rendering, leading academia to focus on the next major challenge: audio-visual dyadic interactive virtual human. To facilitate research in this emerging area, we present SpeakerVid-5M dataset, the first large-scale, high-quality dataset designed for audio-visual dyadic interactive virtual human generation. Totaling over 8,743 hours, SpeakerVid-5M contains more than 5.2 million video clips of human portraits. It covers diverse scales and interaction types, including monadic talking, listening, and dyadic conversations. Crucially, the dataset is structured along two key dimensions: interaction type and data quality. First, it is categorized into four types (dialogue branch, single branch, listening branch and multi-turn branch) based on the interaction scenario. Second, it is stratified into a large-scale pre-training subset and a curated, high-quality subset for Supervised Fine-Tuning (SFT). This dual structure accommodates a wide array of 2D virtual human tasks. In addition, we provide an autoregressive (AR)-based video chat baseline trained on this data, accompanied by a dedicated set of metrics and test data to serve as a benchmark VidChatBench for future work. Both the dataset and the corresponding data processing code will be publicly released. Project page: https://dorniwang.github.io/SpeakerVid-5M/
Not All Correct Answers Are Equal: Why Your Distillation Source Matters
Distillation has emerged as a practical and effective approach to enhance the reasoning capabilities of open-source language models. In this work, we conduct a large-scale empirical study on reasoning data distillation by collecting verified outputs from three state-of-the-art teacher models-AM-Thinking-v1, Qwen3-235B-A22B, and DeepSeek-R1-on a shared corpus of 1.89 million queries. We construct three parallel datasets and analyze their distributions, revealing that AM-Thinking-v1-distilled data exhibits greater token length diversity and lower perplexity. Student models trained on each dataset are evaluated on reasoning benchmarks including AIME2024, AIME2025, MATH500, and LiveCodeBench. The AM-based model consistently achieves the best performance (e.g., 84.3 on AIME2024, 72.2 on AIME2025, 98.4 on MATH500, and 65.9 on LiveCodeBench) and demonstrates adaptive output behavior-producing longer responses for harder tasks and shorter ones for simpler tasks. These findings highlight the value of high-quality, verified reasoning traces. We release the AM-Thinking-v1 and Qwen3-235B-A22B distilled datasets to support future research on open and high-performing reasoning-oriented language models. The datasets are publicly available on Hugging FaceDatasets are available on Hugging Face: \href{https://huggingface.co/datasets/a-m-team/AM-Thinking-v1-Distilled{AM-Thinking-v1-Distilled}, https://huggingface.co/datasets/a-m-team/AM-Qwen3-Distilled{AM-Qwen3-Distilled}.}.
DAiSEE: Towards User Engagement Recognition in the Wild
We introduce DAiSEE, the first multi-label video classification dataset comprising of 9068 video snippets captured from 112 users for recognizing the user affective states of boredom, confusion, engagement, and frustration in the wild. The dataset has four levels of labels namely - very low, low, high, and very high for each of the affective states, which are crowd annotated and correlated with a gold standard annotation created using a team of expert psychologists. We have also established benchmark results on this dataset using state-of-the-art video classification methods that are available today. We believe that DAiSEE will provide the research community with challenges in feature extraction, context-based inference, and development of suitable machine learning methods for related tasks, thus providing a springboard for further research. The dataset is available for download at https://people.iith.ac.in/vineethnb/resources/daisee/index.html.
"You tell me": A Dataset of GPT-4-Based Behaviour Change Support Conversations
Conversational agents are increasingly used to address emotional needs on top of information needs. One use case of increasing interest are counselling-style mental health and behaviour change interventions, with large language model (LLM)-based approaches becoming more popular. Research in this context so far has been largely system-focused, foregoing the aspect of user behaviour and the impact this can have on LLM-generated texts. To address this issue, we share a dataset containing text-based user interactions related to behaviour change with two GPT-4-based conversational agents collected in a preregistered user study. This dataset includes conversation data, user language analysis, perception measures, and user feedback for LLM-generated turns, and can offer valuable insights to inform the design of such systems based on real interactions.
Aligning AI With Shared Human Values
We show how to assess a language model's knowledge of basic concepts of morality. We introduce the ETHICS dataset, a new benchmark that spans concepts in justice, well-being, duties, virtues, and commonsense morality. Models predict widespread moral judgments about diverse text scenarios. This requires connecting physical and social world knowledge to value judgements, a capability that may enable us to steer chatbot outputs or eventually regularize open-ended reinforcement learning agents. With the ETHICS dataset, we find that current language models have a promising but incomplete ability to predict basic human ethical judgements. Our work shows that progress can be made on machine ethics today, and it provides a steppingstone toward AI that is aligned with human values.
Be.FM: Open Foundation Models for Human Behavior
Despite their success in numerous fields, the potential of foundation models for modeling and understanding human behavior remains largely unexplored. We introduce Be.FM, one of the first open foundation models designed for human behavior modeling. Built upon open-source large language models and fine-tuned on a diverse range of behavioral data, Be.FM can be used to understand and predict human decision-making. We construct a comprehensive set of benchmark tasks for testing the capabilities of behavioral foundation models. Our results demonstrate that Be.FM can predict behaviors, infer characteristics of individuals and populations, generate insights about contexts, and apply behavioral science knowledge.
From Play to Policy: Conditional Behavior Generation from Uncurated Robot Data
While large-scale sequence modeling from offline data has led to impressive performance gains in natural language and image generation, directly translating such ideas to robotics has been challenging. One critical reason for this is that uncurated robot demonstration data, i.e. play data, collected from non-expert human demonstrators are often noisy, diverse, and distributionally multi-modal. This makes extracting useful, task-centric behaviors from such data a difficult generative modeling problem. In this work, we present Conditional Behavior Transformers (C-BeT), a method that combines the multi-modal generation ability of Behavior Transformer with future-conditioned goal specification. On a suite of simulated benchmark tasks, we find that C-BeT improves upon prior state-of-the-art work in learning from play data by an average of 45.7%. Further, we demonstrate for the first time that useful task-centric behaviors can be learned on a real-world robot purely from play data without any task labels or reward information. Robot videos are best viewed on our project website: https://play-to-policy.github.io
Generative Agent Simulations of 1,000 People
The promise of human behavioral simulation--general-purpose computational agents that replicate human behavior across domains--could enable broad applications in policymaking and social science. We present a novel agent architecture that simulates the attitudes and behaviors of 1,052 real individuals--applying large language models to qualitative interviews about their lives, then measuring how well these agents replicate the attitudes and behaviors of the individuals that they represent. The generative agents replicate participants' responses on the General Social Survey 85% as accurately as participants replicate their own answers two weeks later, and perform comparably in predicting personality traits and outcomes in experimental replications. Our architecture reduces accuracy biases across racial and ideological groups compared to agents given demographic descriptions. This work provides a foundation for new tools that can help investigate individual and collective behavior.
Can Vision-Language Models Answer Face to Face Questions in the Real-World?
AI models have made significant strides in recent years in their ability to describe and answer questions about real-world images. They have also made progress in the ability to converse with users in real-time using audio input. This raises the question: have we reached the point where AI models, connected to a camera and microphone, can converse with users in real-time about scenes and events that are unfolding live in front of the camera? This has been a long-standing goal in AI and is a prerequisite for real-world AI assistants and humanoid robots to interact with humans in everyday situations. In this work, we introduce a new dataset and benchmark, the Qualcomm Interactive Video Dataset (IVD), which allows us to assess the extent to which existing models can support these abilities, and to what degree these capabilities can be instilled through fine-tuning. The dataset is based on a simple question-answering setup, where users ask questions that the system has to answer, in real-time, based on the camera and audio input. We show that existing models fall far behind human performance on this task, and we identify the main sources for the performance gap. However, we also show that for many of the required perceptual skills, fine-tuning on this form of data can significantly reduce this gap.
WildChat: 1M ChatGPT Interaction Logs in the Wild
Chatbots such as GPT-4 and ChatGPT are now serving millions of users. Despite their widespread use, there remains a lack of public datasets showcasing how these tools are used by a population of users in practice. To bridge this gap, we offered free access to ChatGPT for online users in exchange for their affirmative, consensual opt-in to anonymously collect their chat transcripts and request headers. From this, we compiled WildChat, a corpus of 1 million user-ChatGPT conversations, which consists of over 2.5 million interaction turns. We compare WildChat with other popular user-chatbot interaction datasets, and find that our dataset offers the most diverse user prompts, contains the largest number of languages, and presents the richest variety of potentially toxic use-cases for researchers to study. In addition to timestamped chat transcripts, we enrich the dataset with demographic data, including state, country, and hashed IP addresses, alongside request headers. This augmentation allows for more detailed analysis of user behaviors across different geographical regions and temporal dimensions. Finally, because it captures a broad range of use cases, we demonstrate the dataset's potential utility in fine-tuning instruction-following models. WildChat is released at https://wildchat.allen.ai under AI2 ImpACT Licenses.
A Labelled Dataset for Sentiment Analysis of Videos on YouTube, TikTok, and Other Sources about the 2024 Outbreak of Measles
The work of this paper presents a dataset that contains the data of 4011 videos about the ongoing outbreak of measles published on 264 websites on the internet between January 1, 2024, and May 31, 2024. The dataset is available at https://dx.doi.org/10.21227/40s8-xf63. These websites primarily include YouTube and TikTok, which account for 48.6% and 15.2% of the videos, respectively. The remainder of the websites include Instagram and Facebook as well as the websites of various global and local news organizations. For each of these videos, the URL of the video, title of the post, description of the post, and the date of publication of the video are presented as separate attributes in the dataset. After developing this dataset, sentiment analysis (using VADER), subjectivity analysis (using TextBlob), and fine-grain sentiment analysis (using DistilRoBERTa-base) of the video titles and video descriptions were performed. This included classifying each video title and video description into (i) one of the sentiment classes i.e. positive, negative, or neutral, (ii) one of the subjectivity classes i.e. highly opinionated, neutral opinionated, or least opinionated, and (iii) one of the fine-grain sentiment classes i.e. fear, surprise, joy, sadness, anger, disgust, or neutral. These results are presented as separate attributes in the dataset for the training and testing of machine learning algorithms for performing sentiment analysis or subjectivity analysis in this field as well as for other applications. Finally, this paper also presents a list of open research questions that may be investigated using this dataset.
Short Film Dataset (SFD): A Benchmark for Story-Level Video Understanding
Recent advances in vision-language models have significantly propelled video understanding. Existing datasets and tasks, however, have notable limitations. Most datasets are confined to short videos with limited events and narrow narratives. For example, datasets with instructional and egocentric videos often document the activities of one person in a single scene. Although some movie datasets offer richer content, they are often limited to short-term tasks, lack publicly available videos and frequently encounter data leakage given the use of movie forums and other resources in LLM training. To address the above limitations, we propose the Short Film Dataset (SFD) with 1,078 publicly available amateur movies, a wide variety of genres and minimal data leakage issues. SFD offers long-term story-oriented video tasks in the form of multiple-choice and open-ended question answering. Our extensive experiments emphasize the need for long-term reasoning to solve SFD tasks. Notably, we find strong signals in movie transcripts leading to the on-par performance of people and LLMs. We also show significantly lower performance of current models compared to people when using vision data alone.
AmadeusGPT: a natural language interface for interactive animal behavioral analysis
The process of quantifying and analyzing animal behavior involves translating the naturally occurring descriptive language of their actions into machine-readable code. Yet, codifying behavior analysis is often challenging without deep understanding of animal behavior and technical machine learning knowledge. To limit this gap, we introduce AmadeusGPT: a natural language interface that turns natural language descriptions of behaviors into machine-executable code. Large-language models (LLMs) such as GPT3.5 and GPT4 allow for interactive language-based queries that are potentially well suited for making interactive behavior analysis. However, the comprehension capability of these LLMs is limited by the context window size, which prevents it from remembering distant conversations. To overcome the context window limitation, we implement a novel dual-memory mechanism to allow communication between short-term and long-term memory using symbols as context pointers for retrieval and saving. Concretely, users directly use language-based definitions of behavior and our augmented GPT develops code based on the core AmadeusGPT API, which contains machine learning, computer vision, spatio-temporal reasoning, and visualization modules. Users then can interactively refine results, and seamlessly add new behavioral modules as needed. We benchmark AmadeusGPT and show we can produce state-of-the-art performance on the MABE 2022 behavior challenge tasks. Note, an end-user would not need to write any code to achieve this. Thus, collectively AmadeusGPT presents a novel way to merge deep biological knowledge, large-language models, and core computer vision modules into a more naturally intelligent system. Code and demos can be found at: https://github.com/AdaptiveMotorControlLab/AmadeusGPT.
A Scalable Pipeline for Enabling Non-Verbal Speech Generation and Understanding
Human spoken communication involves not only lexical content but also non-verbal vocalizations (NVs) such as laughter, sighs, and coughs, which convey emotions, intentions, and social signals. However, most existing speech systems focus solely on verbal content and lack the ability to understand and generate such non-verbal cues, reducing the emotional intelligence and communicative richness of spoken interfaces. In this work, we introduce NonVerbalSpeech-38K, a large and diverse dataset for non-verbal speech generation and understanding, collected from real-world media and annotated using an automatic pipeline. The dataset contains 38,718 samples (about 131 hours) with 10 categories of non-verbal cues, such as laughter, sniff, and throat clearing. We further validate the dataset by fine-tuning state-of-the-art models, including F5-TTS and Qwen2-Audio, demonstrating its effectiveness in non-verbal speech generation and understanding tasks. Our contributions are threefold: (1) We propose a practical pipeline for building natural and diverse non-verbal speech datasets; (2) We release a large-scale dataset to advance research on non-verbal speech generation and understanding; (3) We validate the dataset's effectiveness by demonstrating improvements in both non-verbal speech synthesis and captioning, thereby facilitating richer human-computer interaction.
A Topological Approach to Measuring Training Data Quality
Data quality is crucial for the successful training, generalization and performance of artificial intelligence models. Furthermore, it is known that the leading approaches in artificial intelligence are notoriously data-hungry. In this paper, we propose the use of small training datasets towards faster training. Specifically, we provide a novel topological method based on morphisms between persistence modules to measure the training data quality with respect to the complete dataset. This way, we can provide an explanation of why the chosen training dataset will lead to poor performance.
Dealing with the Hard Facts of Low-Resource African NLP
Creating speech datasets, models, and evaluation frameworks for low-resource languages remains challenging given the lack of a broad base of pertinent experience to draw from. This paper reports on the field collection of 612 hours of spontaneous speech in Bambara, a low-resource West African language; the semi-automated annotation of that dataset with transcriptions; the creation of several monolingual ultra-compact and small models using the dataset; and the automatic and human evaluation of their output. We offer practical suggestions for data collection protocols, annotation, and model design, as well as evidence for the importance of performing human evaluation. In addition to the main dataset, multiple evaluation datasets, models, and code are made publicly available.
Discovering User Types: Mapping User Traits by Task-Specific Behaviors in Reinforcement Learning
When assisting human users in reinforcement learning (RL), we can represent users as RL agents and study key parameters, called user traits, to inform intervention design. We study the relationship between user behaviors (policy classes) and user traits. Given an environment, we introduce an intuitive tool for studying the breakdown of "user types": broad sets of traits that result in the same behavior. We show that seemingly different real-world environments admit the same set of user types and formalize this observation as an equivalence relation defined on environments. By transferring intervention design between environments within the same equivalence class, we can help rapidly personalize interventions.
HelpSteer: Multi-attribute Helpfulness Dataset for SteerLM
Existing open-source helpfulness preference datasets do not specify what makes some responses more helpful and others less so. Models trained on these datasets can incidentally learn to model dataset artifacts (e.g. preferring longer but unhelpful responses only due to their length). To alleviate this problem, we collect HelpSteer, a multi-attribute helpfulness dataset annotated for the various aspects that make responses helpful. Specifically, our 37k-sample dataset has annotations for correctness, coherence, complexity, and verbosity in addition to overall helpfulness of responses. Training Llama 2 70B using the HelpSteer dataset with SteerLM technique produces a model that scores 7.54 on MT Bench, which is currently the highest score for open models that do not require training data from more powerful models (e.g. GPT4). We release this dataset with CC-BY-4.0 license at https://huggingface.co/datasets/nvidia/HelpSteer
Learning from the Worst: Dynamically Generated Datasets to Improve Online Hate Detection
We present a human-and-model-in-the-loop process for dynamically generating datasets and training better performing and more robust hate detection models. We provide a new dataset of ~40,000 entries, generated and labelled by trained annotators over four rounds of dynamic data creation. It includes ~15,000 challenging perturbations and each hateful entry has fine-grained labels for the type and target of hate. Hateful entries make up 54% of the dataset, which is substantially higher than comparable datasets. We show that model performance is substantially improved using this approach. Models trained on later rounds of data collection perform better on test sets and are harder for annotators to trick. They also perform better on HateCheck, a suite of functional tests for online hate detection. We provide the code, dataset and annotation guidelines for other researchers to use. Accepted at ACL 2021.
EmpathicStories++: A Multimodal Dataset for Empathy towards Personal Experiences
Modeling empathy is a complex endeavor that is rooted in interpersonal and experiential dimensions of human interaction, and remains an open problem within AI. Existing empathy datasets fall short in capturing the richness of empathy responses, often being confined to in-lab or acted scenarios, lacking longitudinal data, and missing self-reported labels. We introduce a new multimodal dataset for empathy during personal experience sharing: the EmpathicStories++ dataset (https://mitmedialab.github.io/empathic-stories-multimodal/) containing 53 hours of video, audio, and text data of 41 participants sharing vulnerable experiences and reading empathically resonant stories with an AI agent. EmpathicStories++ is the first longitudinal dataset on empathy, collected over a month-long deployment of social robots in participants' homes, as participants engage in natural, empathic storytelling interactions with AI agents. We then introduce a novel task of predicting individuals' empathy toward others' stories based on their personal experiences, evaluated in two contexts: participants' own personal shared story context and their reflections on stories they read. We benchmark this task using state-of-the-art models to pave the way for future improvements in contextualized and longitudinal empathy modeling. Our work provides a valuable resource for further research in developing empathetic AI systems and understanding the intricacies of human empathy within genuine, real-world settings.
The Uli Dataset: An Exercise in Experience Led Annotation of oGBV
Online gender based violence has grown concomitantly with adoption of the internet and social media. Its effects are worse in the Global majority where many users use social media in languages other than English. The scale and volume of conversations on the internet has necessitated the need for automated detection of hate speech, and more specifically gendered abuse. There is, however, a lack of language specific and contextual data to build such automated tools. In this paper we present a dataset on gendered abuse in three languages- Hindi, Tamil and Indian English. The dataset comprises of tweets annotated along three questions pertaining to the experience of gender abuse, by experts who identify as women or a member of the LGBTQIA community in South Asia. Through this dataset we demonstrate a participatory approach to creating datasets that drive AI systems.
BeaverTails: Towards Improved Safety Alignment of LLM via a Human-Preference Dataset
In this paper, we introduce the BeaverTails dataset, aimed at fostering research on safety alignment in large language models (LLMs). This dataset uniquely separates annotations of helpfulness and harmlessness for question-answering pairs, thus offering distinct perspectives on these crucial attributes. In total, we have compiled safety meta-labels for 30,207 question-answer (QA) pairs and gathered 30,144 pairs of expert comparison data for both the helpfulness and harmlessness metrics. We further showcase applications of BeaverTails in content moderation and reinforcement learning with human feedback (RLHF), emphasizing its potential for practical safety measures in LLMs. We believe this dataset provides vital resources for the community, contributing towards the safe development and deployment of LLMs. Our project page is available at the following URL: https://sites.google.com/view/pku-beavertails.
Twin-2K-500: A dataset for building digital twins of over 2,000 people based on their answers to over 500 questions
LLM-based digital twin simulation, where large language models are used to emulate individual human behavior, holds great promise for research in AI, social science, and digital experimentation. However, progress in this area has been hindered by the scarcity of real, individual-level datasets that are both large and publicly available. This lack of high-quality ground truth limits both the development and validation of digital twin methodologies. To address this gap, we introduce a large-scale, public dataset designed to capture a rich and holistic view of individual human behavior. We survey a representative sample of N = 2,058 participants (average 2.42 hours per person) in the US across four waves with 500 questions in total, covering a comprehensive battery of demographic, psychological, economic, personality, and cognitive measures, as well as replications of behavioral economics experiments and a pricing survey. The final wave repeats tasks from earlier waves to establish a test-retest accuracy baseline. Initial analyses suggest the data are of high quality and show promise for constructing digital twins that predict human behavior well at the individual and aggregate levels. By making the full dataset publicly available, we aim to establish a valuable testbed for the development and benchmarking of LLM-based persona simulations. Beyond LLM applications, due to its unique breadth and scale the dataset also enables broad social science research, including studies of cross-construct correlations and heterogeneous treatment effects.
Large Content And Behavior Models To Understand, Simulate, And Optimize Content And Behavior
Shannon, in his seminal paper introducing information theory, divided the communication into three levels: technical, semantic, and effectivenss. While the technical level is concerned with accurate reconstruction of transmitted symbols, the semantic and effectiveness levels deal with the inferred meaning and its effect on the receiver. Thanks to telecommunications, the first level problem has produced great advances like the internet. Large Language Models (LLMs) make some progress towards the second goal, but the third level still remains largely untouched. The third problem deals with predicting and optimizing communication for desired receiver behavior. LLMs, while showing wide generalization capabilities across a wide range of tasks, are unable to solve for this. One reason for the underperformance could be a lack of "behavior tokens" in LLMs' training corpora. Behavior tokens define receiver behavior over a communication, such as shares, likes, clicks, purchases, retweets, etc. While preprocessing data for LLM training, behavior tokens are often removed from the corpora as noise. Therefore, in this paper, we make some initial progress towards reintroducing behavior tokens in LLM training. The trained models, other than showing similar performance to LLMs on content understanding tasks, show generalization capabilities on behavior simulation, content simulation, behavior understanding, and behavior domain adaptation. Using a wide range of tasks on two corpora, we show results on all these capabilities. We call these models Large Content and Behavior Models (LCBMs). Further, to spur more research on LCBMs, we release our new Content Behavior Corpus (CBC), a repository containing communicator, message, and corresponding receiver behavior.
MentalChat16K: A Benchmark Dataset for Conversational Mental Health Assistance
We introduce MentalChat16K, an English benchmark dataset combining a synthetic mental health counseling dataset and a dataset of anonymized transcripts from interventions between Behavioral Health Coaches and Caregivers of patients in palliative or hospice care. Covering a diverse range of conditions like depression, anxiety, and grief, this curated dataset is designed to facilitate the development and evaluation of large language models for conversational mental health assistance. By providing a high-quality resource tailored to this critical domain, MentalChat16K aims to advance research on empathetic, personalized AI solutions to improve access to mental health support services. The dataset prioritizes patient privacy, ethical considerations, and responsible data usage. MentalChat16K presents a valuable opportunity for the research community to innovate AI technologies that can positively impact mental well-being. The dataset is available at https://huggingface.co/datasets/ShenLab/MentalChat16K and the code and documentation are hosted on GitHub at https://github.com/ChiaPatricia/MentalChat16K.
EmotionTalk: An Interactive Chinese Multimodal Emotion Dataset With Rich Annotations
In recent years, emotion recognition plays a critical role in applications such as human-computer interaction, mental health monitoring, and sentiment analysis. While datasets for emotion analysis in languages such as English have proliferated, there remains a pressing need for high-quality, comprehensive datasets tailored to the unique linguistic, cultural, and multimodal characteristics of Chinese. In this work, we propose EmotionTalk, an interactive Chinese multimodal emotion dataset with rich annotations. This dataset provides multimodal information from 19 actors participating in dyadic conversational settings, incorporating acoustic, visual, and textual modalities. It includes 23.6 hours of speech (19,250 utterances), annotations for 7 utterance-level emotion categories (happy, surprise, sad, disgust, anger, fear, and neutral), 5-dimensional sentiment labels (negative, weakly negative, neutral, weakly positive, and positive) and 4-dimensional speech captions (speaker, speaking style, emotion and overall). The dataset is well-suited for research on unimodal and multimodal emotion recognition, missing modality challenges, and speech captioning tasks. To our knowledge, it represents the first high-quality and versatile Chinese dialogue multimodal emotion dataset, which is a valuable contribution to research on cross-cultural emotion analysis and recognition. Additionally, we conduct experiments on EmotionTalk to demonstrate the effectiveness and quality of the dataset. It will be open-source and freely available for all academic purposes. The dataset and codes will be made available at: https://github.com/NKU-HLT/EmotionTalk.
CIVICS: Building a Dataset for Examining Culturally-Informed Values in Large Language Models
This paper introduces the "CIVICS: Culturally-Informed & Values-Inclusive Corpus for Societal impacts" dataset, designed to evaluate the social and cultural variation of Large Language Models (LLMs) across multiple languages and value-sensitive topics. We create a hand-crafted, multilingual dataset of value-laden prompts which address specific socially sensitive topics, including LGBTQI rights, social welfare, immigration, disability rights, and surrogacy. CIVICS is designed to generate responses showing LLMs' encoded and implicit values. Through our dynamic annotation processes, tailored prompt design, and experiments, we investigate how open-weight LLMs respond to value-sensitive issues, exploring their behavior across diverse linguistic and cultural contexts. Using two experimental set-ups based on log-probabilities and long-form responses, we show social and cultural variability across different LLMs. Specifically, experiments involving long-form responses demonstrate that refusals are triggered disparately across models, but consistently and more frequently in English or translated statements. Moreover, specific topics and sources lead to more pronounced differences across model answers, particularly on immigration, LGBTQI rights, and social welfare. As shown by our experiments, the CIVICS dataset aims to serve as a tool for future research, promoting reproducibility and transparency across broader linguistic settings, and furthering the development of AI technologies that respect and reflect global cultural diversities and value pluralism. The CIVICS dataset and tools will be made available upon publication under open licenses; an anonymized version is currently available at https://huggingface.co/CIVICS-dataset.
SEWA DB: A Rich Database for Audio-Visual Emotion and Sentiment Research in the Wild
Natural human-computer interaction and audio-visual human behaviour sensing systems, which would achieve robust performance in-the-wild are more needed than ever as digital devices are increasingly becoming an indispensable part of our life. Accurately annotated real-world data are the crux in devising such systems. However, existing databases usually consider controlled settings, low demographic variability, and a single task. In this paper, we introduce the SEWA database of more than 2000 minutes of audio-visual data of 398 people coming from six cultures, 50% female, and uniformly spanning the age range of 18 to 65 years old. Subjects were recorded in two different contexts: while watching adverts and while discussing adverts in a video chat. The database includes rich annotations of the recordings in terms of facial landmarks, facial action units (FAU), various vocalisations, mirroring, and continuously valued valence, arousal, liking, agreement, and prototypic examples of (dis)liking. This database aims to be an extremely valuable resource for researchers in affective computing and automatic human sensing and is expected to push forward the research in human behaviour analysis, including cultural studies. Along with the database, we provide extensive baseline experiments for automatic FAU detection and automatic valence, arousal and (dis)liking intensity estimation.
AnswerCarefully: A Dataset for Improving the Safety of Japanese LLM Output
In this paper we present AnswerCarefully, a dataset for promoting the safety and appropriateness of Japanese LLM outputs. The dataset consists of 1,800 pairs of questions and reference answers, where the questions require special attention in answering. It covers a wide range of risk categories established in prior English-language datasets, but the data samples are original in that they are manually created to reflect the socio-cultural context of LLM usage in Japan. We show that using this dataset for instruction to fine-tune a Japanese LLM led to improved output safety without compromising the utility of general responses. We also report the results of a safety evaluation of 12 Japanese LLMs using this dataset as a benchmark. Finally, we describe the latest update on the dataset which provides English translations and annotations of the questions, aimed at facilitating the derivation of similar datasets in different languages and regions.
Boli: A dataset for understanding stuttering experience and analyzing stuttered speech
There is a growing need for diverse, high-quality stuttered speech data, particularly in the context of Indian languages. This paper introduces Project Boli, a multi-lingual stuttered speech dataset designed to advance scientific understanding and technology development for individuals who stutter, particularly in India. The dataset constitutes (a) anonymized metadata (gender, age, country, mother tongue) and responses to a questionnaire about how stuttering affects their daily lives, (b) captures both read speech (using the Rainbow Passage) and spontaneous speech (through image description tasks) for each participant and (c) includes detailed annotations of five stutter types: blocks, prolongations, interjections, sound repetitions and word repetitions. We present a comprehensive analysis of the dataset, including the data collection procedure, experience summarization of people who stutter, severity assessment of stuttering events and technical validation of the collected data. The dataset is released as an open access to further speech technology development.
Empathic Conversations: A Multi-level Dataset of Contextualized Conversations
Empathy is a cognitive and emotional reaction to an observed situation of others. Empathy has recently attracted interest because it has numerous applications in psychology and AI, but it is unclear how different forms of empathy (e.g., self-report vs counterpart other-report, concern vs. distress) interact with other affective phenomena or demographics like gender and age. To better understand this, we created the {\it Empathic Conversations} dataset of annotated negative, empathy-eliciting dialogues in which pairs of participants converse about news articles. People differ in their perception of the empathy of others. These differences are associated with certain characteristics such as personality and demographics. Hence, we collected detailed characterization of the participants' traits, their self-reported empathetic response to news articles, their conversational partner other-report, and turn-by-turn third-party assessments of the level of self-disclosure, emotion, and empathy expressed. This dataset is the first to present empathy in multiple forms along with personal distress, emotion, personality characteristics, and person-level demographic information. We present baseline models for predicting some of these features from conversations.
ConvCounsel: A Conversational Dataset for Student Counseling
Student mental health is a sensitive issue that necessitates special attention. A primary concern is the student-to-counselor ratio, which surpasses the recommended standard of 250:1 in most universities. This imbalance results in extended waiting periods for in-person consultations, which cause suboptimal treatment. Significant efforts have been directed toward developing mental health dialogue systems utilizing the existing open-source mental health-related datasets. However, currently available datasets either discuss general topics or various strategies that may not be viable for direct application due to numerous ethical constraints inherent in this research domain. To address this issue, this paper introduces a specialized mental health dataset that emphasizes the active listening strategy employed in conversation for counseling, also named as ConvCounsel. This dataset comprises both speech and text data, which can facilitate the development of a reliable pipeline for mental health dialogue systems. To demonstrate the utility of the proposed dataset, this paper also presents the NYCUKA, a spoken mental health dialogue system that is designed by using the ConvCounsel dataset. The results show the merit of using this dataset.
LegalLens: Leveraging LLMs for Legal Violation Identification in Unstructured Text
In this study, we focus on two main tasks, the first for detecting legal violations within unstructured textual data, and the second for associating these violations with potentially affected individuals. We constructed two datasets using Large Language Models (LLMs) which were subsequently validated by domain expert annotators. Both tasks were designed specifically for the context of class-action cases. The experimental design incorporated fine-tuning models from the BERT family and open-source LLMs, and conducting few-shot experiments using closed-source LLMs. Our results, with an F1-score of 62.69\% (violation identification) and 81.02\% (associating victims), show that our datasets and setups can be used for both tasks. Finally, we publicly release the datasets and the code used for the experiments in order to advance further research in the area of legal natural language processing (NLP).
ProBio: A Protocol-guided Multimodal Dataset for Molecular Biology Lab
The challenge of replicating research results has posed a significant impediment to the field of molecular biology. The advent of modern intelligent systems has led to notable progress in various domains. Consequently, we embarked on an investigation of intelligent monitoring systems as a means of tackling the issue of the reproducibility crisis. Specifically, we first curate a comprehensive multimodal dataset, named ProBio, as an initial step towards this objective. This dataset comprises fine-grained hierarchical annotations intended for the purpose of studying activity understanding in BioLab. Next, we devise two challenging benchmarks, transparent solution tracking and multimodal action recognition, to emphasize the unique characteristics and difficulties associated with activity understanding in BioLab settings. Finally, we provide a thorough experimental evaluation of contemporary video understanding models and highlight their limitations in this specialized domain to identify potential avenues for future research. We hope ProBio with associated benchmarks may garner increased focus on modern AI techniques in the realm of molecular biology.
Data Cards: Purposeful and Transparent Dataset Documentation for Responsible AI
As research and industry moves towards large-scale models capable of numerous downstream tasks, the complexity of understanding multi-modal datasets that give nuance to models rapidly increases. A clear and thorough understanding of a dataset's origins, development, intent, ethical considerations and evolution becomes a necessary step for the responsible and informed deployment of models, especially those in people-facing contexts and high-risk domains. However, the burden of this understanding often falls on the intelligibility, conciseness, and comprehensiveness of the documentation. It requires consistency and comparability across the documentation of all datasets involved, and as such documentation must be treated as a user-centric product in and of itself. In this paper, we propose Data Cards for fostering transparent, purposeful and human-centered documentation of datasets within the practical contexts of industry and research. Data Cards are structured summaries of essential facts about various aspects of ML datasets needed by stakeholders across a dataset's lifecycle for responsible AI development. These summaries provide explanations of processes and rationales that shape the data and consequently the models, such as upstream sources, data collection and annotation methods; training and evaluation methods, intended use; or decisions affecting model performance. We also present frameworks that ground Data Cards in real-world utility and human-centricity. Using two case studies, we report on desirable characteristics that support adoption across domains, organizational structures, and audience groups. Finally, we present lessons learned from deploying over 20 Data Cards.
A Survey on non-English Question Answering Dataset
Research in question answering datasets and models has gained a lot of attention in the research community. Many of them release their own question answering datasets as well as the models. There is tremendous progress that we have seen in this area of research. The aim of this survey is to recognize, summarize and analyze the existing datasets that have been released by many researchers, especially in non-English datasets as well as resources such as research code, and evaluation metrics. In this paper, we review question answering datasets that are available in common languages other than English such as French, German, Japanese, Chinese, Arabic, Russian, as well as the multilingual and cross-lingual question-answering datasets.
The PanAf-FGBG Dataset: Understanding the Impact of Backgrounds in Wildlife Behaviour Recognition
Computer vision analysis of camera trap video footage is essential for wildlife conservation, as captured behaviours offer some of the earliest indicators of changes in population health. Recently, several high-impact animal behaviour datasets and methods have been introduced to encourage their use; however, the role of behaviour-correlated background information and its significant effect on out-of-distribution generalisation remain unexplored. In response, we present the PanAf-FGBG dataset, featuring 20 hours of wild chimpanzee behaviours, recorded at over 350 individual camera locations. Uniquely, it pairs every video with a chimpanzee (referred to as a foreground video) with a corresponding background video (with no chimpanzee) from the same camera location. We present two views of the dataset: one with overlapping camera locations and one with disjoint locations. This setup enables, for the first time, direct evaluation of in-distribution and out-of-distribution conditions, and for the impact of backgrounds on behaviour recognition models to be quantified. All clips come with rich behavioural annotations and metadata including unique camera IDs and detailed textual scene descriptions. Additionally, we establish several baselines and present a highly effective latent-space normalisation technique that boosts out-of-distribution performance by +5.42% mAP for convolutional and +3.75% mAP for transformer-based models. Finally, we provide an in-depth analysis on the role of backgrounds in out-of-distribution behaviour recognition, including the so far unexplored impact of background durations (i.e., the count of background frames within foreground videos).
Prototype-based Dataset Comparison
Dataset summarisation is a fruitful approach to dataset inspection. However, when applied to a single dataset the discovery of visual concepts is restricted to those most prominent. We argue that a comparative approach can expand upon this paradigm to enable richer forms of dataset inspection that go beyond the most prominent concepts. To enable dataset comparison we present a module that learns concept-level prototypes across datasets. We leverage self-supervised learning to discover these prototypes without supervision, and we demonstrate the benefits of our approach in two case-studies. Our findings show that dataset comparison extends dataset inspection and we hope to encourage more works in this direction. Code and usage instructions available at https://github.com/Nanne/ProtoSim
PersonaX: Multimodal Datasets with LLM-Inferred Behavior Traits
Understanding human behavior traits is central to applications in human-computer interaction, computational social science, and personalized AI systems. Such understanding often requires integrating multiple modalities to capture nuanced patterns and relationships. However, existing resources rarely provide datasets that combine behavioral descriptors with complementary modalities such as facial attributes and biographical information. To address this gap, we present PersonaX, a curated collection of multimodal datasets designed to enable comprehensive analysis of public traits across modalities. PersonaX consists of (1) CelebPersona, featuring 9444 public figures from diverse occupations, and (2) AthlePersona, covering 4181 professional athletes across 7 major sports leagues. Each dataset includes behavioral trait assessments inferred by three high-performing large language models, alongside facial imagery and structured biographical features. We analyze PersonaX at two complementary levels. First, we abstract high-level trait scores from text descriptions and apply five statistical independence tests to examine their relationships with other modalities. Second, we introduce a novel causal representation learning (CRL) framework tailored to multimodal and multi-measurement data, providing theoretical identifiability guarantees. Experiments on both synthetic and real-world data demonstrate the effectiveness of our approach. By unifying structured and unstructured analysis, PersonaX establishes a foundation for studying LLM-inferred behavioral traits in conjunction with visual and biographical attributes, advancing multimodal trait analysis and causal reasoning.
A Video-grounded Dialogue Dataset and Metric for Event-driven Activities
This paper presents VDAct, a dataset for a Video-grounded Dialogue on Event-driven Activities, alongside VDEval, a session-based context evaluation metric specially designed for the task. Unlike existing datasets, VDAct includes longer and more complex video sequences that depict a variety of event-driven activities that require advanced contextual understanding for accurate response generation. The dataset comprises 3,000 dialogues with over 30,000 question-and-answer pairs, derived from 1,000 videos with diverse activity scenarios. VDAct displays a notably challenging characteristic due to its broad spectrum of activity scenarios and wide range of question types. Empirical studies on state-of-the-art vision foundation models highlight their limitations in addressing certain question types on our dataset. Furthermore, VDEval, which integrates dialogue session history and video content summaries extracted from our supplementary Knowledge Graphs to evaluate individual responses, demonstrates a significantly higher correlation with human assessments on the VDAct dataset than existing evaluation metrics that rely solely on the context of single dialogue turns.
Sensitive Content Classification in Social Media: A Holistic Resource and Evaluation
The detection of sensitive content in large datasets is crucial for ensuring that shared and analysed data is free from harmful material. However, current moderation tools, such as external APIs, suffer from limitations in customisation, accuracy across diverse sensitive categories, and privacy concerns. Additionally, existing datasets and open-source models focus predominantly on toxic language, leaving gaps in detecting other sensitive categories such as substance abuse or self-harm. In this paper, we put forward a unified dataset tailored for social media content moderation across six sensitive categories: conflictual language, profanity, sexually explicit material, drug-related content, self-harm, and spam. By collecting and annotating data with consistent retrieval strategies and guidelines, we address the shortcomings of previous focalised research. Our analysis demonstrates that fine-tuning large language models (LLMs) on this novel dataset yields significant improvements in detection performance compared to open off-the-shelf models such as LLaMA, and even proprietary OpenAI models, which underperform by 10-15% overall. This limitation is even more pronounced on popular moderation APIs, which cannot be easily tailored to specific sensitive content categories, among others.
Aria Everyday Activities Dataset
We present Aria Everyday Activities (AEA) Dataset, an egocentric multimodal open dataset recorded using Project Aria glasses. AEA contains 143 daily activity sequences recorded by multiple wearers in five geographically diverse indoor locations. Each of the recording contains multimodal sensor data recorded through the Project Aria glasses. In addition, AEA provides machine perception data including high frequency globally aligned 3D trajectories, scene point cloud, per-frame 3D eye gaze vector and time aligned speech transcription. In this paper, we demonstrate a few exemplar research applications enabled by this dataset, including neural scene reconstruction and prompted segmentation. AEA is an open source dataset that can be downloaded from projectaria.com. We are also providing open-source implementations and examples of how to use the dataset in Project Aria Tools.
Multi-Platform Aggregated Dataset of Online Communities (MADOC)
The Multi-platform Aggregated Dataset of Online Communities (MADOC) is a comprehensive dataset that facilitates computational social science research by providing FAIR-compliant standardized access to cross-platform analysis of online social dynamics. MADOC aggregates and standardizes data from Bluesky, Koo, Reddit, and Voat (2012-2024), containing 18.9 million posts, 236 million comments, and 23.1 million unique users. The dataset enables comparative studies of toxic behavior evolution across platforms through standardized interaction records and sentiment analysis. By providing UUID-anonymized user histories and temporal alignment of banned communities' activity patterns, MADOC supports research on content moderation impacts and platform migration trends. Distributed via Zenodo with persistent identifiers and Python/R toolkits, the dataset adheres to FAIR principles while addressing post-API-era research challenges through ethical aggregation of public social media archives.
EdNet: A Large-Scale Hierarchical Dataset in Education
With advances in Artificial Intelligence in Education (AIEd) and the ever-growing scale of Interactive Educational Systems (IESs), data-driven approach has become a common recipe for various tasks such as knowledge tracing and learning path recommendation. Unfortunately, collecting real students' interaction data is often challenging, which results in the lack of public large-scale benchmark dataset reflecting a wide variety of student behaviors in modern IESs. Although several datasets, such as ASSISTments, Junyi Academy, Synthetic and STATICS, are publicly available and widely used, they are not large enough to leverage the full potential of state-of-the-art data-driven models and limits the recorded behaviors to question-solving activities. To this end, we introduce EdNet, a large-scale hierarchical dataset of diverse student activities collected by Santa, a multi-platform self-study solution equipped with artificial intelligence tutoring system. EdNet contains 131,441,538 interactions from 784,309 students collected over more than 2 years, which is the largest among the ITS datasets released to the public so far. Unlike existing datasets, EdNet provides a wide variety of student actions ranging from question-solving to lecture consumption and item purchasing. Also, EdNet has a hierarchical structure where the student actions are divided into 4 different levels of abstractions. The features of EdNet are domain-agnostic, allowing EdNet to be extended to different domains easily. The dataset is publicly released under Creative Commons Attribution-NonCommercial 4.0 International license for research purposes. We plan to host challenges in multiple AIEd tasks with EdNet to provide a common ground for the fair comparison between different state of the art models and encourage the development of practical and effective methods.
Datasheets Aren't Enough: DataRubrics for Automated Quality Metrics and Accountability
High-quality datasets are fundamental to training and evaluating machine learning models, yet their creation-especially with accurate human annotations-remains a significant challenge. Many dataset paper submissions lack originality, diversity, or rigorous quality control, and these shortcomings are often overlooked during peer review. Submissions also frequently omit essential details about dataset construction and properties. While existing tools such as datasheets aim to promote transparency, they are largely descriptive and do not provide standardized, measurable methods for evaluating data quality. Similarly, metadata requirements at conferences promote accountability but are inconsistently enforced. To address these limitations, this position paper advocates for the integration of systematic, rubric-based evaluation metrics into the dataset review process-particularly as submission volumes continue to grow. We also explore scalable, cost-effective methods for synthetic data generation, including dedicated tools and LLM-as-a-judge approaches, to support more efficient evaluation. As a call to action, we introduce DataRubrics, a structured framework for assessing the quality of both human- and model-generated datasets. Leveraging recent advances in LLM-based evaluation, DataRubrics offers a reproducible, scalable, and actionable solution for dataset quality assessment, enabling both authors and reviewers to uphold higher standards in data-centric research. We also release code to support reproducibility of LLM-based evaluations at https://github.com/datarubrics/datarubrics.
