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Mar 11

Towards Explainable In-the-Wild Video Quality Assessment: A Database and a Language-Prompted Approach

The proliferation of in-the-wild videos has greatly expanded the Video Quality Assessment (VQA) problem. Unlike early definitions that usually focus on limited distortion types, VQA on in-the-wild videos is especially challenging as it could be affected by complicated factors, including various distortions and diverse contents. Though subjective studies have collected overall quality scores for these videos, how the abstract quality scores relate with specific factors is still obscure, hindering VQA methods from more concrete quality evaluations (e.g. sharpness of a video). To solve this problem, we collect over two million opinions on 4,543 in-the-wild videos on 13 dimensions of quality-related factors, including in-capture authentic distortions (e.g. motion blur, noise, flicker), errors introduced by compression and transmission, and higher-level experiences on semantic contents and aesthetic issues (e.g. composition, camera trajectory), to establish the multi-dimensional Maxwell database. Specifically, we ask the subjects to label among a positive, a negative, and a neutral choice for each dimension. These explanation-level opinions allow us to measure the relationships between specific quality factors and abstract subjective quality ratings, and to benchmark different categories of VQA algorithms on each dimension, so as to more comprehensively analyze their strengths and weaknesses. Furthermore, we propose the MaxVQA, a language-prompted VQA approach that modifies vision-language foundation model CLIP to better capture important quality issues as observed in our analyses. The MaxVQA can jointly evaluate various specific quality factors and final quality scores with state-of-the-art accuracy on all dimensions, and superb generalization ability on existing datasets. Code and data available at https://github.com/VQAssessment/MaxVQA.

Tell What You Hear From What You See -- Video to Audio Generation Through Text

The content of visual and audio scenes is multi-faceted such that a video can be paired with various audio and vice-versa. Thereby, in video-to-audio generation task, it is imperative to introduce steering approaches for controlling the generated audio. While Video-to-Audio generation is a well-established generative task, existing methods lack such controllability. In this work, we propose VATT, a multi-modal generative framework that takes a video and an optional text prompt as input, and generates audio and optional textual description of the audio. Such a framework has two advantages: i) Video-to-Audio generation process can be refined and controlled via text which complements the context of visual information, and ii) The model can suggest what audio to generate for the video by generating audio captions. VATT consists of two key modules: VATT Converter, a LLM that is fine-tuned for instructions and includes a projection layer that maps video features to the LLM vector space; and VATT Audio, a transformer that generates audio tokens from visual frames and from optional text prompt using iterative parallel decoding. The audio tokens are converted to a waveform by pretrained neural codec. Experiments show that when VATT is compared to existing video-to-audio generation methods in objective metrics, it achieves competitive performance when the audio caption is not provided. When the audio caption is provided as a prompt, VATT achieves even more refined performance (lowest KLD score of 1.41). Furthermore, subjective studies show that VATT Audio has been chosen as preferred generated audio than audio generated by existing methods. VATT enables controllable video-to-audio generation through text as well as suggesting text prompts for videos through audio captions, unlocking novel applications such as text-guided video-to-audio generation and video-to-audio captioning.

The PRISM Alignment Project: What Participatory, Representative and Individualised Human Feedback Reveals About the Subjective and Multicultural Alignment of Large Language Models

Human feedback plays a central role in the alignment of Large Language Models (LLMs). However, open questions remain about the methods (how), domains (where), people (who) and objectives (to what end) of human feedback collection. To navigate these questions, we introduce PRISM, a new dataset which maps the sociodemographics and stated preferences of 1,500 diverse participants from 75 countries, to their contextual preferences and fine-grained feedback in 8,011 live conversations with 21 LLMs. PRISM contributes (i) wide geographic and demographic participation in human feedback data; (ii) two census-representative samples for understanding collective welfare (UK and US); and (iii) individualised feedback where every rating is linked to a detailed participant profile, thus permitting exploration of personalisation and attribution of sample artefacts. We focus on collecting conversations that centre subjective and multicultural perspectives on value-laden and controversial topics, where we expect the most interpersonal and cross-cultural disagreement. We demonstrate the usefulness of PRISM via three case studies of dialogue diversity, preference diversity, and welfare outcomes, showing that it matters which humans set alignment norms. As well as offering a rich community resource, we advocate for broader participation in AI development and a more inclusive approach to technology design.

Towards A Better Metric for Text-to-Video Generation

Generative models have demonstrated remarkable capability in synthesizing high-quality text, images, and videos. For video generation, contemporary text-to-video models exhibit impressive capabilities, crafting visually stunning videos. Nonetheless, evaluating such videos poses significant challenges. Current research predominantly employs automated metrics such as FVD, IS, and CLIP Score. However, these metrics provide an incomplete analysis, particularly in the temporal assessment of video content, thus rendering them unreliable indicators of true video quality. Furthermore, while user studies have the potential to reflect human perception accurately, they are hampered by their time-intensive and laborious nature, with outcomes that are often tainted by subjective bias. In this paper, we investigate the limitations inherent in existing metrics and introduce a novel evaluation pipeline, the Text-to-Video Score (T2VScore). This metric integrates two pivotal criteria: (1) Text-Video Alignment, which scrutinizes the fidelity of the video in representing the given text description, and (2) Video Quality, which evaluates the video's overall production caliber with a mixture of experts. Moreover, to evaluate the proposed metrics and facilitate future improvements on them, we present the TVGE dataset, collecting human judgements of 2,543 text-to-video generated videos on the two criteria. Experiments on the TVGE dataset demonstrate the superiority of the proposed T2VScore on offering a better metric for text-to-video generation.

X-Mesh: Towards Fast and Accurate Text-driven 3D Stylization via Dynamic Textual Guidance

Text-driven 3D stylization is a complex and crucial task in the fields of computer vision (CV) and computer graphics (CG), aimed at transforming a bare mesh to fit a target text. Prior methods adopt text-independent multilayer perceptrons (MLPs) to predict the attributes of the target mesh with the supervision of CLIP loss. However, such text-independent architecture lacks textual guidance during predicting attributes, thus leading to unsatisfactory stylization and slow convergence. To address these limitations, we present X-Mesh, an innovative text-driven 3D stylization framework that incorporates a novel Text-guided Dynamic Attention Module (TDAM). The TDAM dynamically integrates the guidance of the target text by utilizing text-relevant spatial and channel-wise attentions during vertex feature extraction, resulting in more accurate attribute prediction and faster convergence speed. Furthermore, existing works lack standard benchmarks and automated metrics for evaluation, often relying on subjective and non-reproducible user studies to assess the quality of stylized 3D assets. To overcome this limitation, we introduce a new standard text-mesh benchmark, namely MIT-30, and two automated metrics, which will enable future research to achieve fair and objective comparisons. Our extensive qualitative and quantitative experiments demonstrate that X-Mesh outperforms previous state-of-the-art methods.

Visual Speech-Aware Perceptual 3D Facial Expression Reconstruction from Videos

The recent state of the art on monocular 3D face reconstruction from image data has made some impressive advancements, thanks to the advent of Deep Learning. However, it has mostly focused on input coming from a single RGB image, overlooking the following important factors: a) Nowadays, the vast majority of facial image data of interest do not originate from single images but rather from videos, which contain rich dynamic information. b) Furthermore, these videos typically capture individuals in some form of verbal communication (public talks, teleconferences, audiovisual human-computer interactions, interviews, monologues/dialogues in movies, etc). When existing 3D face reconstruction methods are applied in such videos, the artifacts in the reconstruction of the shape and motion of the mouth area are often severe, since they do not match well with the speech audio. To overcome the aforementioned limitations, we present the first method for visual speech-aware perceptual reconstruction of 3D mouth expressions. We do this by proposing a "lipread" loss, which guides the fitting process so that the elicited perception from the 3D reconstructed talking head resembles that of the original video footage. We demonstrate that, interestingly, the lipread loss is better suited for 3D reconstruction of mouth movements compared to traditional landmark losses, and even direct 3D supervision. Furthermore, the devised method does not rely on any text transcriptions or corresponding audio, rendering it ideal for training in unlabeled datasets. We verify the efficiency of our method through exhaustive objective evaluations on three large-scale datasets, as well as subjective evaluation with two web-based user studies.

SubjECTive-QA: Measuring Subjectivity in Earnings Call Transcripts' QA Through Six-Dimensional Feature Analysis

Fact-checking is extensively studied in the context of misinformation and disinformation, addressing objective inaccuracies. However, a softer form of misinformation involves responses that are factually correct but lack certain features such as clarity and relevance. This challenge is prevalent in formal Question-Answer (QA) settings such as press conferences in finance, politics, sports, and other domains, where subjective answers can obscure transparency. Despite this, there is a lack of manually annotated datasets for subjective features across multiple dimensions. To address this gap, we introduce SubjECTive-QA, a human annotated dataset on Earnings Call Transcripts' (ECTs) QA sessions as the answers given by company representatives are often open to subjective interpretations and scrutiny. The dataset includes 49,446 annotations for long-form QA pairs across six features: Assertive, Cautious, Optimistic, Specific, Clear, and Relevant. These features are carefully selected to encompass the key attributes that reflect the tone of the answers provided during QA sessions across different domain. Our findings are that the best-performing Pre-trained Language Model (PLM), RoBERTa-base, has similar weighted F1 scores to Llama-3-70b-Chat on features with lower subjectivity, such as Relevant and Clear, with a mean difference of 2.17% in their weighted F1 scores. The models perform significantly better on features with higher subjectivity, such as Specific and Assertive, with a mean difference of 10.01% in their weighted F1 scores. Furthermore, testing SubjECTive-QA's generalizability using QAs from White House Press Briefings and Gaggles yields an average weighted F1 score of 65.97% using our best models for each feature, demonstrating broader applicability beyond the financial domain. SubjECTive-QA is publicly available under the CC BY 4.0 license

Disagreement as a way to study misinformation and its effects

Misinformation - false or misleading information - is considered a significant societal concern due to its associated "misinformation effects," such as political polarization, erosion of trust in institutions, problematic behavior, and public health challenges. However, the prevailing concept is misaligned with what is studied. While misinformation focuses on instances of information about factual matters, the broad spectrum of effects often manifests at a societal level and is shaped by a wide range of interdependent factors such as identity, values, opinions, epistemologies, and disagreements. Unsurprisingly, misinformation effects can occur without the prevalence of misinformation, and misinformation does not necessarily increase the effects studied. Here, we propose using disagreement - conflicting attitudes and beliefs between individuals and communities - as a way to study misinformation effects because it addresses the identified conceptual limitations of misinformation. Furthermore, unlike misinformation, disagreement does not require researchers to determine whether a given information is false or misleading. Thus, it can be studied and, more importantly, measured without the need to make a normative judgment about a given information, even when the specific topic is entirely removed, as we show in a longitudinal disagreement measurement. We demonstrate that disagreement, as a holistic concept, provides better explanations for the occurrence of misinformation effects, enhances precision in developing appropriate interventions, and offers a promising approach for evaluating them through quantification. Finally, we show how disagreement addresses current misinformation research questions and conclude with recommendations for research practice.

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.

Singapore Soundscape Site Selection Survey (S5): Identification of Characteristic Soundscapes of Singapore via Weighted k-means Clustering

The ecological validity of soundscape studies usually rests on a choice of soundscapes that are representative of the perceptual space under investigation. For example, a soundscape pleasantness study might investigate locations with soundscapes ranging from "pleasant" to "annoying". The choice of soundscapes is typically researcher-led, but a participant-led process can reduce selection bias and improve result reliability. Hence, we propose a robust participant-led method to pinpoint characteristic soundscapes possessing arbitrary perceptual attributes. We validate our method by identifying Singaporean soundscapes spanning the perceptual quadrants generated from the "Pleasantness" and "Eventfulness" axes of the ISO 12913-2 circumplex model of soundscape perception, as perceived by local experts. From memory and experience, 67 participants first selected locations corresponding to each perceptual quadrant in each major planning region of Singapore. We then performed weighted k-means clustering on the selected locations, with weights for each location derived from previous frequencies and durations spent in each location by each participant. Weights hence acted as proxies for participant confidence. In total, 62 locations were thereby identified as suitable locations with characteristic soundscapes for further research utilizing the ISO 12913-2 perceptual quadrants. Audio-visual recordings and acoustic characterization of the soundscapes will be made in a future study.

Using LLMs to Establish Implicit User Sentiment of Software Desirability

This study explores the use of LLMs for providing quantitative zero-shot sentiment analysis of implicit software desirability, addressing a critical challenge in product evaluation where traditional review scores, though convenient, fail to capture the richness of qualitative user feedback. Innovations include establishing a method that 1) works with qualitative user experience data without the need for explicit review scores, 2) focuses on implicit user satisfaction, and 3) provides scaled numerical sentiment analysis, offering a more nuanced understanding of user sentiment, instead of simply classifying sentiment as positive, neutral, or negative. Data is collected using the Microsoft Product Desirability Toolkit (PDT), a well-known qualitative user experience analysis tool. For initial exploration, the PDT metric was given to users of two software systems. PDT data was fed through several LLMs (Claude Sonnet 3 and 3.5, GPT4, and GPT4o) and through a leading transfer learning technique, Twitter-Roberta-Base-Sentiment, and Vader, a leading sentiment analysis tool. Each system was asked to evaluate the data in two ways, by looking at the sentiment expressed in the PDT word/explanation pairs; and by looking at the sentiment expressed by the users in their grouped selection of five words and explanations, as a whole. Each LLM provided a sentiment score, its confidence (low, medium, high) in the score, and an explanation of the score. All LLMs tested were able to statistically detect user sentiment from the users' grouped data, whereas TRBS and Vader were not. The confidence and explanation of confidence provided by the LLMs assisted in understanding user sentiment. This study adds deeper understanding of evaluating user experiences, toward the goal of creating a universal tool that quantifies implicit sentiment.

Assessment of a cost-effective headphone calibration procedure for soundscape evaluations

To increase the availability and adoption of the soundscape standard, a low-cost calibration procedure for reproduction of audio stimuli over headphones was proposed as part of the global ``Soundscape Attributes Translation Project'' (SATP) for validating ISO/TS~12913-2:2018 perceived affective quality (PAQ) attribute translations. A previous preliminary study revealed significant deviations from the intended equivalent continuous A-weighted sound pressure levels (L_{A,eq}) using the open-circuit voltage (OCV) calibration procedure. For a more holistic human-centric perspective, the OCV method is further investigated here in terms of psychoacoustic parameters, including relevant exceedance levels to account for temporal effects on the same 27 stimuli from the SATP. Moreover, a within-subjects experiment with 36 participants was conducted to examine the effects of OCV calibration on the PAQ attributes in ISO/TS~12913-2:2018. Bland-Altman analysis of the objective indicators revealed large biases in the OCV method across all weighted sound level and loudness indicators; and roughness indicators at 5{\%} and 10{\%} exceedance levels. Significant perceptual differences due to the OCV method were observed in about 20{\%} of the stimuli, which did not correspond clearly with the biased acoustic indicators. A cautioned interpretation of the objective and perceptual differences due to small and unpaired samples nevertheless provide grounds for further investigation.

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.

Diminished Diversity-of-Thought in a Standard Large Language Model

We test whether Large Language Models (LLMs) can be used to simulate human participants in social-science studies. To do this, we run replications of 14 studies from the Many Labs 2 replication project with OpenAI's text-davinci-003 model, colloquially known as GPT3.5. Based on our pre-registered analyses, we find that among the eight studies we could analyse, our GPT sample replicated 37.5% of the original results and 37.5% of the Many Labs 2 results. However, we were unable to analyse the remaining six studies due to an unexpected phenomenon we call the "correct answer" effect. Different runs of GPT3.5 answered nuanced questions probing political orientation, economic preference, judgement, and moral philosophy with zero or near-zero variation in responses: with the supposedly "correct answer." In one exploratory follow-up study, we found that a "correct answer" was robust to changing the demographic details that precede the prompt. In another, we found that most but not all "correct answers" were robust to changing the order of answer choices. One of our most striking findings occurred in our replication of the Moral Foundations Theory survey results, where we found GPT3.5 identifying as a political conservative in 99.6% of the cases, and as a liberal in 99.3% of the cases in the reverse-order condition. However, both self-reported 'GPT conservatives' and 'GPT liberals' showed right-leaning moral foundations. Our results cast doubts on the validity of using LLMs as a general replacement for human participants in the social sciences. Our results also raise concerns that a hypothetical AI-led future may be subject to a diminished diversity-of-thought.

Can the Crowd Judge Truthfulness? A Longitudinal Study on Recent Misinformation about COVID-19

Recently, the misinformation problem has been addressed with a crowdsourcing-based approach: to assess the truthfulness of a statement, instead of relying on a few experts, a crowd of non-expert is exploited. We study whether crowdsourcing is an effective and reliable method to assess truthfulness during a pandemic, targeting statements related to COVID-19, thus addressing (mis)information that is both related to a sensitive and personal issue and very recent as compared to when the judgment is done. In our experiments, crowd workers are asked to assess the truthfulness of statements, and to provide evidence for the assessments. Besides showing that the crowd is able to accurately judge the truthfulness of the statements, we report results on workers behavior, agreement among workers, effect of aggregation functions, of scales transformations, and of workers background and bias. We perform a longitudinal study by re-launching the task multiple times with both novice and experienced workers, deriving important insights on how the behavior and quality change over time. Our results show that: workers are able to detect and objectively categorize online (mis)information related to COVID-19; both crowdsourced and expert judgments can be transformed and aggregated to improve quality; worker background and other signals (e.g., source of information, behavior) impact the quality of the data. The longitudinal study demonstrates that the time-span has a major effect on the quality of the judgments, for both novice and experienced workers. Finally, we provide an extensive failure analysis of the statements misjudged by the crowd-workers.

Understanding and Tackling Label Errors in Individual-Level Nature Language Understanding

Natural language understanding (NLU) is a task that enables machines to understand human language. Some tasks, such as stance detection and sentiment analysis, are closely related to individual subjective perspectives, thus termed individual-level NLU. Previously, these tasks are often simplified to text-level NLU tasks, ignoring individual factors. This not only makes inference difficult and unexplainable but often results in a large number of label errors when creating datasets. To address the above limitations, we propose a new NLU annotation guideline based on individual-level factors. Specifically, we incorporate other posts by the same individual and then annotate individual subjective perspectives after considering all individual posts. We use this guideline to expand and re-annotate the stance detection and topic-based sentiment analysis datasets. We find that error rates in the samples were as high as 31.7\% and 23.3\%. We further use large language models to conduct experiments on the re-annotation datasets and find that the large language models perform well on both datasets after adding individual factors. Both GPT-4o and Llama3-70B can achieve an accuracy greater than 87\% on the re-annotation datasets. We also verify the effectiveness of individual factors through ablation studies. We call on future researchers to add individual factors when creating such datasets. Our re-annotation dataset can be found at https://github.com/24yearsoldstudent/Individual-NLU