Search arXiv⌕ Search

arXiv subjects

Jiajun Wu

Publications and source records attributed to Jiajun Wu.

At least 145 records · Page 8Linked to original sources

Small Language Models for Emergency Departments Decision Support: A Benchmark Study

Large language models (LLMs) have become increasingly popular in medical domains to assist physicians with a variety of clinical and operational tasks. Given the fast-paced and high-stakes environment of emergency departments (EDs), small language models (SLMs), characterized by a reduction in parameter count compared to LLMs, offer significant potential due to their inherent reasoning capability and efficient performance. This enables SLMs to support physicians by providing timely and accurate information synthesis, thereby improving clinical decision-making and workflow efficiency. In this paper, we present a comprehensive benchmark designed to identify SLMs suited for ED decision support, taking into account both specialized medical expertise and broad general problem-solving capabilities. In our evaluations, we focus on SLMs that have been trained on a mixture of general-domain and medical corpora. A key motivation for emphasizing SLMs is the practical hardware limitations, operational cost constraints, and privacy concerns in the typical real-world deployments. Our benchmark datasets include MedMCQA, MedQA-4Options, and PubMedQA, with the medical abstracts dataset emulating tasks aligned with real ED physicians' daily tasks. Experimental results reveal that general-domain SLMs surprisingly outperform their medically fine-tuned counterparts across these diverse benchmarks for ED. This indicates that for ED, specialized medical fine-tuning of the model may not be required.

cs.CL↗

Dual-stage and Lightweight Patient Chart Summarization for Emergency Physicians

Electronic health records (EHRs) contain extensive unstructured clinical data that can overwhelm emergency physicians trying to identify critical information. We present a two-stage summarization system that runs entirely on embedded devices, enabling offline clinical summarization while preserving patient privacy. In our approach, a dual-device architecture first retrieves relevant patient record sections using the Jetson Nano-R (Retrieve), then generates a structured summary on another Jetson Nano-S (Summarize), communicating via a lightweight socket link. The summarization output is two-fold: (1) a fixed-format list of critical findings, and (2) a context-specific narrative focused on the clinician's query. The retrieval stage uses locally stored EHRs, splits long notes into semantically coherent sections, and searches for the most relevant sections per query. The generation stage uses a locally hosted small language model (SLM) to produce the summary from the retrieved text, operating within the constraints of two NVIDIA Jetson devices. We first benchmarked six open-source SLMs under 7B parameters to identify viable models. We incorporated an LLM-as-Judge evaluation mechanism to assess summary quality in terms of factual accuracy, completeness, and clarity. Preliminary results on MIMIC-IV and de-identified real EHRs demonstrate that our fully offline system can effectively produce useful summaries in under 30 seconds.

cs.CL↗

SPEAR: Soft Prompt Enhanced Anomaly Recognition for Time Series Data

Time series anomaly detection plays a crucial role in a wide range of fields, such as healthcare and internet traffic monitoring. The emergence of large language models (LLMs) offers new opportunities for detecting anomalies in the ubiquitous time series data. Traditional approaches struggle with variable-length time series sequences and context-based anomalies. We propose Soft Prompt Enhanced Anomaly Recognition (SPEAR), a novel approach to leverage LLMs for anomaly detection with soft prompts and quantization. Our methodology involves quantizing and transforming the time series data into input embeddings and combining them with learnable soft prompt embeddings. These combined embeddings are then fed into a frozen LLM. The soft prompts are updated iteratively based on a cross-entropy loss, allowing the model to adapt to time series anomaly detection. The use of soft prompts helps adapt LLMs effectively to time series tasks, while quantization ensures optimal handling of sequences, as LLMs are designed to handle discrete sequences. Our experimental results demonstrate that soft prompts effectively increase LLMs' performance in downstream tasks regarding time series anomaly detection.

cs.LG↗

Retargeting Matters: General Motion Retargeting for Humanoid Motion Tracking

Humanoid motion tracking policies are central to building teleoperation pipelines and hierarchical controllers, yet they face a fundamental challenge: the embodiment gap between humans and humanoid robots. Current approaches address this gap by retargeting human motion data to humanoid embodiments and then training reinforcement learning (RL) policies to imitate these reference trajectories. However, artifacts introduced during retargeting, such as foot sliding, self-penetration, and physically infeasible motion are often left in the reference trajectories for the RL policy to correct. While prior work has demonstrated motion tracking abilities, they often require extensive reward engineering and domain randomization to succeed. In this paper, we systematically evaluate how retargeting quality affects policy performance when excessive reward tuning is suppressed. To address issues that we identify with existing retargeting methods, we propose a new retargeting method, General Motion Retargeting (GMR). We evaluate GMR alongside two open-source retargeters, PHC and ProtoMotions, as well as with a high-quality closed-source dataset from Unitree. Using BeyondMimic for policy training, we isolate retargeting effects without reward tuning. Our experiments on a diverse subset of the LAFAN1 dataset reveal that while most motions can be tracked, artifacts in retargeted data significantly reduce policy robustness, particularly for dynamic or long sequences. GMR consistently outperforms existing open-source methods in both tracking performance and faithfulness to the source motion, achieving perceptual fidelity and policy success rates close to the closed-source baseline. Website: https://jaraujo98.github.io/retargeting_matters. Code: https://github.com/YanjieZe/GMR.

cs.RO↗

V-GameGym: Visual Game Generation for Code Large Language Models

Code large language models have demonstrated remarkable capabilities in programming tasks, yet current benchmarks primarily focus on single modality rather than visual game development. Most existing code-related benchmarks evaluate syntax correctness and execution accuracy, overlooking critical game-specific metrics such as playability, visual aesthetics, and user engagement that are essential for real-world deployment. To address the gap between current LLM capabilities in algorithmic problem-solving and competitive programming versus the comprehensive requirements of practical game development, we present V-GameGym, a comprehensive benchmark comprising 2,219 high-quality samples across 100 thematic clusters derived from real-world repositories, adopting a novel clustering-based curation methodology to ensure both diversity and structural completeness. Further, we introduce a multimodal evaluation framework with an automated LLM-driven pipeline for visual code synthesis using complete UI sandbox environments. Our extensive analysis reveals that V-GameGym effectively bridges the gap between code generation accuracy and practical game development workflows, providing quantifiable quality metrics for visual programming and interactive element generation.

cs.SE↗

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

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

cs.RO↗

Generalizable Humanoid Manipulation with 3D Diffusion Policies

Humanoid robots capable of autonomous operation in diverse environments have long been a goal for roboticists. However, autonomous manipulation by humanoid robots has largely been restricted to one specific scene, primarily due to the difficulty of acquiring generalizable skills and the expensiveness of in-the-wild humanoid robot data. In this work, we build a real-world robotic system to address this challenging problem. Our system is mainly an integration of 1) a whole-upper-body robotic teleoperation system to acquire human-like robot data, 2) a 25-DoF humanoid robot platform with a height-adjustable cart and a 3D LiDAR sensor, and 3) an improved 3D Diffusion Policy learning algorithm for humanoid robots to learn from noisy human data. We run more than 2000 episodes of policy rollouts on the real robot for rigorous policy evaluation. Empowered by this system, we show that using only data collected in one single scene and with only onboard computing, a full-sized humanoid robot can autonomously perform skills in diverse real-world scenarios. Videos are available at https://humanoid-manipulation.github.io .

cs.RO↗

Weakly-Supervised Learning of Dense Functional Correspondences

Establishing dense correspondences across image pairs is essential for tasks such as shape reconstruction and robot manipulation. In the challenging setting of matching across different categories, the function of an object, i.e., the effect that an object can cause on other objects, can guide how correspondences should be established. This is because object parts that enable specific functions often share similarities in shape and appearance. We derive the definition of dense functional correspondence based on this observation and propose a weakly-supervised learning paradigm to tackle the prediction task. The main insight behind our approach is that we can leverage vision-language models to pseudo-label multi-view images to obtain functional parts. We then integrate this with dense contrastive learning from pixel correspondences to distill both functional and spatial knowledge into a new model that can establish dense functional correspondence. Further, we curate synthetic and real evaluation datasets as task benchmarks. Our results demonstrate the advantages of our approach over baseline solutions consisting of off-the-shelf self-supervised image representations and grounded vision language models.

cs.CV↗

T*: Re-thinking Temporal Search for Long-Form Video Understanding

Efficiently understanding long-form videos remains a significant challenge in computer vision. In this work, we revisit temporal search paradigms for long-form video understanding and address a fundamental issue pertaining to all state-of-the-art (SOTA) long-context vision-language models (VLMs). Our contributions are twofold: First, we frame temporal search as a Long Video Haystack problem: finding a minimal set of relevant frames (e.g., one to five) from tens of thousands based on specific queries. Upon this formulation, we introduce LV-Haystack, the first dataset with 480 hours of videos, 15,092 human-annotated instances for both training and evaluation aiming to improve temporal search quality and efficiency. Results on LV-Haystack highlight a significant research gap in temporal search capabilities, with current SOTA search methods only achieving 2.1% temporal F1 score on the Longvideobench subset. Next, inspired by visual search in images, we propose a lightweight temporal search framework, T* that reframes costly temporal search as spatial search. T* leverages powerful visual localization techniques commonly used in images and introduces an adaptive zooming-in mechanism that operates across both temporal and spatial dimensions. Extensive experiments show that integrating T* with existing methods significantly improves SOTA long-form video understanding. Under an inference budget of 32 frames, T* improves GPT-4o's performance from 50.5% to 53.1% and LLaVA-OneVision-OV-72B's performance from 56.5% to 62.4% on the Longvideobench XL subset. Our code, benchmark, and models are provided in the Supplementary material.

cs.CV↗

UAD: Unsupervised Affordance Distillation for Generalization in Robotic Manipulation

Understanding fine-grained object affordances is imperative for robots to manipulate objects in unstructured environments given open-ended task instructions. However, existing methods of visual affordance predictions often rely on manually annotated data or conditions only on a predefined set of tasks. We introduce UAD (Unsupervised Affordance Distillation), a method for distilling affordance knowledge from foundation models into a task-conditioned affordance model without any manual annotations. By leveraging the complementary strengths of large vision models and vision-language models, UAD automatically annotates a large-scale dataset with detailed $<$instruction, visual affordance$>$ pairs. Training only a lightweight task-conditioned decoder atop frozen features, UAD exhibits notable generalization to in-the-wild robotic scenes and to various human activities, despite only being trained on rendered objects in simulation. Using affordance provided by UAD as the observation space, we show an imitation learning policy that demonstrates promising generalization to unseen object instances, object categories, and even variations in task instructions after training on as few as 10 demonstrations. Project website: https://unsup-affordance.github.io/

cs.RO↗

BEHAVIOR Robot Suite: Streamlining Real-World Whole-Body Manipulation for Everyday Household Activities

Real-world household tasks present significant challenges for mobile manipulation robots. An analysis of existing robotics benchmarks reveals that successful task performance hinges on three key whole-body control capabilities: bimanual coordination, stable and precise navigation, and extensive end-effector reachability. Achieving these capabilities requires careful hardware design, but the resulting system complexity further complicates visuomotor policy learning. To address these challenges, we introduce the BEHAVIOR Robot Suite (BRS), a comprehensive framework for whole-body manipulation in diverse household tasks. Built on a bimanual, wheeled robot with a 4-DoF torso, BRS integrates a cost-effective whole-body teleoperation interface for data collection and a novel algorithm for learning whole-body visuomotor policies. We evaluate BRS on five challenging household tasks that not only emphasize the three core capabilities but also introduce additional complexities, such as long-range navigation, interaction with articulated and deformable objects, and manipulation in confined spaces. We believe that BRS's integrated robotic embodiment, data collection interface, and learning framework mark a significant step toward enabling real-world whole-body manipulation for everyday household tasks. BRS is open-sourced at https://behavior-robot-suite.github.io/

cs.RO↗

3D-Generalist: Self-Improving Vision-Language-Action Models for Crafting 3D Worlds

Despite large-scale pretraining endowing models with language and vision reasoning capabilities, improving their spatial reasoning capability remains challenging due to the lack of data grounded in the 3D world. While it is possible for humans to manually create immersive and interactive worlds through 3D graphics, as seen in applications such as VR, gaming, and robotics, this process remains highly labor-intensive. In this paper, we propose a scalable method for generating high-quality 3D environments that can serve as training data for foundation models. We recast 3D environment building as a sequential decision-making problem, employing Vision-Language-Models (VLMs) as policies that output actions to jointly craft a 3D environment's layout, materials, lighting, and assets. Our proposed framework, 3D-Generalist, trains VLMs to generate more prompt-aligned 3D environments via self-improvement fine-tuning. We demonstrate the effectiveness of 3D-Generalist and the proposed training strategy in generating simulation-ready 3D environments. Furthermore, we demonstrate its quality and scalability in synthetic data generation by pretraining a vision foundation model on the generated data. After fine-tuning the pre-trained model on downstream tasks, we show that it surpasses models pre-trained on meticulously human-crafted synthetic data and approaches results achieved with real data orders of magnitude larger.

cs.GR↗

A Survey on Task Scheduling in Carbon-Aware Container Orchestration

The soaring energy demands of large-scale software ecosystems and cloud data centers, accelerated by the intensive training and deployment of large language models, have driven energy consumption and carbon footprint to unprecedented levels. In response, both industry and academia are increasing efforts to reduce the carbon emissions associated with cloud computing through more efficient task scheduling and infrastructure orchestration. In this work, we present a systematic review of various Kubernetes scheduling strategies, categorizing them into hardware-centric and software-centric, annotating each with its sustainability objectives, and grouping them according to the algorithms they use. We propose a comprehensive taxonomy for cloud task scheduling studies, with a particular focus on the environmental sustainability aspect. We analyze emerging research trends and open challenges, and our findings provide critical insight into the design of sustainable scheduling solutions for next-generation cloud computing systems.

cs.SE↗

FluidNexus: 3D Fluid Reconstruction and Prediction from a Single Video

We study reconstructing and predicting 3D fluid appearance and velocity from a single video. Current methods require multi-view videos for fluid reconstruction. We present FluidNexus, a novel framework that bridges video generation and physics simulation to tackle this task. Our key insight is to synthesize multiple novel-view videos as references for reconstruction. FluidNexus consists of two key components: (1) a novel-view video synthesizer that combines frame-wise view synthesis with video diffusion refinement for generating realistic videos, and (2) a physics-integrated particle representation coupling differentiable simulation and rendering to simultaneously facilitate 3D fluid reconstruction and prediction. To evaluate our approach, we collect two new real-world fluid datasets featuring textured backgrounds and object interactions. Our method enables dynamic novel view synthesis, future prediction, and interaction simulation from a single fluid video. Project website: https://yuegao.me/FluidNexus.

cs.CV↗

Anymate: A Dataset and Baselines for Learning 3D Object Rigging

Rigging and skinning are essential steps to create realistic 3D animations, often requiring significant expertise and manual effort. Traditional attempts at automating these processes rely heavily on geometric heuristics and often struggle with objects of complex geometry. Recent data-driven approaches show potential for better generality, but are often constrained by limited training data. We present the Anymate Dataset, a large-scale dataset of 230K 3D assets paired with expert-crafted rigging and skinning information -- 70 times larger than existing datasets. Using this dataset, we propose a learning-based auto-rigging framework with three sequential modules for joint, connectivity, and skinning weight prediction. We systematically design and experiment with various architectures as baselines for each module and conduct comprehensive evaluations on our dataset to compare their performance. Our models significantly outperform existing methods, providing a foundation for comparing future methods in automated rigging and skinning. Code and dataset can be found at https://anymate3d.github.io/.

cs.GR↗

Downregulation of aquaporin 3 promotes hyperosmolarity-induced apoptosis of nucleus pulposus cells through PI3K/Akt/mTOR pathway suppression

Hyperosmolarity is a key contributor to nucleus pulposus cell (NPC) apoptosis during intervertebral disc degeneration (IVDD). Aquaporin 3 (AQP3), a membrane channel protein, regulates cellular osmotic balance by transporting water and osmolytes. Although AQP3 downregulation is associated with disc degeneration, its role in apoptosis under hyperosmotic conditions remains unclear. Here, we demonstrate that hyperosmolarity induces AQP3 depletion, suppresses the PI3K/AKT/mTOR signaling pathway, and promotes mitochondrial dysfunction and ROS accumulation in NPCs. Lentiviral overexpression of AQP3 restores this pathway, attenuates oxidative damage, and reduces apoptosis, preserving disc structure in IVDD rat models. In contrast, pharmacological inhibition of AQP3 exacerbates ECM catabolism and NP tissue loss. Our findings reveal that AQP3 deficiency under hyperosmolarity contributes to NPC apoptosis via suppression of PI3K/AKT/mTOR signaling, potentially creating a pathological cycle of disc degeneration. These results highlight AQP3 as a promising therapeutic target for IVDD.

q-bio.BM↗

Chain-of-Experts: Unlocking the Communication Power of Mixture-of-Experts Models

We propose Chain-of-Experts (CoE), a new Mixture-of-Experts (MoE) architecture that introduces sequential expert communication within each layer. Unlike traditional MoE models, where experts operate independently in parallel, CoE processes tokens iteratively across a chain of experts inside a layer. To support dynamic expert selection across iterations, CoE employs a dedicated router at each iteration step within a layer. This design allows tokens to re-evaluate and select different experts during each iteration, rather than being statically assigned. As a result, CoE introduces a flexible routing mechanism that increases the diversity of expert combinations and enriches the model's representational capacity. CoE demonstrates improved performance under fixed compute: on math reasoning tasks, it reduces validation loss from 1.20 to 1.12 compared to a standard MoE. Beyond performance, CoE offers a new scaling axis: depth through expert iteration, which complements conventional width/depth scaling. For example, using 2x iterations matches the performance of 3x expert selections (in width), while reducing memory usage by 17.6-42% relative to other scaling strategies. Our analysis reveals that CoE's benefits stem from its iterative residual structure and enhanced expert specialization empowered by iterative routing, which together unlock more expressive representations. Code is available at https://github.com/ZihanWang314/coe.

cs.LG↗

Visually Descriptive Language Model for Vector Graphics Reasoning

Despite significant advancements, large multimodal models (LMMs) still struggle to bridge the gap between low-level visual perception -- focusing on shapes, sizes, and layouts -- and high-level language reasoning, such as semantics and logic. This limitation is evident in tasks that require precise visual perception, like comparing geometric properties or solving visual reasoning problems. To study this failure mode, we focus on vector graphics -- images composed of 2D objects and shapes, prevalent in LMM-based tasks in web, design, and OS environments. We identify two key research questions: how can we enable precise visual perception, and how can we facilitate high-level reasoning based on such low-level perceptions? To capture fine visual details, we use Scalable Vector Graphics (SVG) for accurate encoding of visual scenes. However, SVGs are not readily interpretable by LMMs in a zero-shot manner. To tackle this, we propose the Visually Descriptive Language Model (VDLM), which introduces a Primal Visual Description (PVD) as an intermediate textual representation. PVD translates SVGs into a text-based abstraction consisting of primitive attributes (e.g., shape, position, measurement) and their corresponding values. PVD can be learned using task-agnostic synthesized data and represents visual primitives that are universal across vector graphics. This abstraction is more structured, allowing for direct interpretation by foundation models for zero-shot generalization. Without human-annotated data, empirical results show that VDLM significantly improves state-of-the-art LMMs like GPT-4o on various multimodal perception and reasoning tasks. Extensive analyses of VDLM show improved interpretability due to its disentangled perception and reasoning. We also demonstrate a positive correlation between PVD quality and task performance. Project page: https://mikewangwzhl.github.io/VDLM/

cs.CL↗