skip to main content
US FlagAn official website of the United States government
dot gov icon
Official websites use .gov
A .gov website belongs to an official government organization in the United States.
https lock icon
Secure .gov websites use HTTPS
A lock ( lock ) or https:// means you've safely connected to the .gov website. Share sensitive information only on official, secure websites.


Title: ASSISTER: Assistive Navigation via Conditional Instruction Generation
We introduce a novel vision-and-language navigation (VLN) task of learning to provide real-time guidance to a blind follower situated in complex dynamic navigation scenarios. Towards exploring real-time information needs and fundamental challenges in our novel modeling task, we first collect a multi-modal real-world benchmark with in-situ Orientation and Mobility (O&M) instructional guidance. Subsequently, we leverage the real-world study to inform the design of a larger-scale simulation benchmark, thus enabling comprehensive analysis of limitations in current VLN models. Motivated by how sighted O&M guides seamlessly and safely support the awareness of individuals with visual impairments when collaborating on navigation tasks, we present ASSISTER, an imitation-learned agent that can embody such effective guidance. The proposed assistive VLN agent is conditioned on navigational goals and commands for generating instructional sentences that are coherent with the surrounding visual scene, while also carefully accounting for the immediate assistive navigation task. Altogether, our introduced evaluation and training framework takes a step towards scalable development of the next generation of seamless, human-like assistive agents.  more » « less
Award ID(s):
2152077
PAR ID:
10437900
Author(s) / Creator(s):
; ; ; ;
Date Published:
Journal Name:
European Conference on Computer Vision
Volume:
13696
Page Range / eLocation ID:
271–289
Format(s):
Medium: X
Sponsoring Org:
National Science Foundation
More Like this
  1. Consider an assistive system that guides visually impaired users through speech and haptic feedback to their destination. Existing robotic and ubiquitous navigation technologies (e.g., portable, ground, or wearable systems) often operate in a generic, user-agnostic manner. However, to minimize confusion and navigation errors, our real-world analysis reveals a crucial need to adapt theinstructional guidance across different end-users with diverse mobility skills. To address this practical issue in scalable system design, we propose a novel model based reinforcement learning framework for personalizing the system-user interaction experience. When incrementally adapting the system to new users, we propose to use a weighted experts model for addressing data-efficiency limitations in transfer learning with deep models. A real-world dataset of navigation by blind users is used to show that the proposed approach allows for (1) more accurate long-term human behavior prediction (up to 20 seconds into the future) through improved reasoning over personal mobility characteristics, interaction with surrounding obstacles, and the current navigation goal, and (2) quick adaptation at the onset of learning, when data is limited. 
    more » « less
  2. Navigation assistive technologies have been designed to support individuals with visual impairments during independent mobility by providing sensory augmentation and contextual awareness of their surroundings. Such information is habitually provided through predefned audio-haptic interaction paradigms. However, individual capabilities, preferences and behavior of people with visual impairments are heterogeneous, and may change due to experience, context and necessity. Therefore, the circumstances and modalities for providing navigation assistance need to be personalized to different users, and through time for each user. We conduct a study with 13 blind participants to explore how the desirability of messages provided during assisted navigation varies based on users' navigation preferences and expertise. The participants are guided through two different routes, one without prior knowledge and one previously studied and traversed. The guidance is provided through turn-by-turn instructions, enriched with contextual information about the environment. During navigation and follow-up interviews, we uncover that participants have diversifed needs for navigation instructions based on their abilities and preferences. Our study motivates the design of future navigation systems capable of verbosity level personalization in order to keep the users engaged in the current situational context while minimizing distractions. 
    more » « less
  3. We propose VLM-Social-Nav, a novel Vision-Language Model (VLM) based navigation approach to compute a robot's motion in human-centered environments. Our goal is to make real-time decisions on robot actions that are socially compliant with human expectations. We utilize a perception model to detect important social entities and prompt a VLM to generate guidance for socially compliant robot behavior. VLM-Social-Nav uses a VLM-based scoring module that computes a cost term that ensures socially appropriate and effective robot actions generated by the underlying planner. Our overall approach reduces reliance on large training datasets and enhances adaptability in decision-making. In practice, it results in improved socially compliant navigation in human-shared environments. We demonstrate and evaluate our system in four different real-world social navigation scenarios with a Turtlebot robot. We observe at least 27.38% improvement in the average success rate and 19.05% improvement in the average collision rate in the four social navigation scenarios. Our user study score shows that VLM-Social-Nav generates the most socially compliant navigation behavior. 
    more » « less
  4. Language understanding is essential for the navigation agent to follow instructions. We observe two kinds of issues in the instructions that can make the navigation task challenging: 1. The mentioned landmarks are not recognizable by the navigation agent due to the different vision abilities of the instructor and the modeled agent. 2. The mentioned landmarks are applicable to multiple targets, thus not distinctive for selecting the target among the candidate viewpoints. To deal with these issues, we design a translator module for the navigation agent to convert the original instructions into easy-to-follow sub-instruction representations at each step. The translator needs to focus on the recognizable and distinctive landmarks based on the agent’s visual abilities and the observed visual environment. To achieve this goal, we create a new synthetic sub-instruction dataset and design specific tasks to train the translator and the navigation agent. We evaluate our approach on Room2Room (R2R), Room4room (R4R), and Room2Room Last (R2R-Last) datasets and achieve state-of-the-art results on multiple benchmarks. 
    more » « less
  5. null (Ed.)
    Communication between human and mobile agents is getting increasingly important as such agents are widely deployed in our daily lives. Vision-and-Dialogue Navigation is one of the tasks that evaluate the agent’s ability to interact with humans for assistance and navigate based on natural language responses. In this paper, we explore the Navigation from Dialogue History (NDH) task, which is based on the Cooperative Vision-and-Dialogue Navigation (CVDN) dataset, and present a state-of-the-art model which is built upon Vision-Language transformers. However, despite achieving competitive performance, we find that the agent in the NDH task is not evaluated appropriately by the primary metric – Goal Progress. By analyzing the performance mismatch between Goal Progress and other metrics (e.g., normalized Dynamic Time Warping) from our state-of-the-art model, we show that NDH’s sub-path based task setup (i.e., navigating partial trajectory based on its correspondent subset of the full dialogue) does not provide the agent with enough supervision signal towards the goal region. Therefore, we propose a new task setup called NDH-Full which takes the full dialogue and the whole navigation path as one instance. We present a strong baseline model and show initial results on this new task. We further describe several approaches that we try, in order to improve the model performance (based on curriculum learning, pre-training, and data-augmentation), suggesting potential useful training methods on this new NDH-Full task. 
    more » « less