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Creators/Authors contains: "Barron, Ryan"

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  1. Large Language Models (LLMs) are pre-trained on large-scale corpora and excel in numerous general natural language processing (NLP) tasks, such as question answering (QA). Despite their advanced language capabilities, when it comes to domain-specific and knowledge-intensive tasks, LLMs suffer from hallucinations, knowledge cut-offs, and lack of knowledge attributions. Additionally, fine tuning LLMs' intrinsic knowledge to highly specific domains is an expensive and time consuming process. The retrieval-augmented generation (RAG) process has recently emerged as a method capable of optimization of LLM responses, by referencing them to a predetermined ontology. It was shown that using a Knowledge Graph (KG) ontology for RAG improves the QA accuracy, by taking into account relevant sub-graphs that preserve the information in a structured manner. In this paper, we introduce SMART-SLIC, a highly domain-specific LLM framework, that integrates RAG with KG and a vector store (VS) that store factual domain specific information. Importantly, to avoid hallucinations in the KG, we build these highly domain-specific KGs and VSs without the use of LLMs, but via NLP, data mining, and nonnegative tensor factorization with automatic model selection. Pairing our RAG with a domain-specific: (i) KG (containing structured information), and (ii) VS (containing unstructured information) enables the development of domain-specific chat-bots that attribute the source of information, mitigate hallucinations, lessen the need for fine-tuning, and excel in highly domain-specific question answering tasks. We pair SMART-SLIC with chain-of-thought prompting agents. The framework is designed to be generalizable to adapt to any specific or specialized domain. In this paper, we demonstrate the question answering capabilities of our framework on a corpus of scientific publications on malware analysis and anomaly detection. 
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    Free, publicly-accessible full text available December 18, 2025
  2. Human-robot interaction is a critical area of research, providing support for collaborative tasks where a human instructs a robot to interact with and manipulate objects in an environment. However, an under-explored element of these collaborative manipulation tasks are small-scale building exercises, in which the human and robot are working together in close proximity with the same set of objects. Under these conditions, it is essential to ensure the human’s safety and mitigate comfort risks during the interaction. As there is danger in exposing humans to untested robots, a safe and controlled environment is required. Simulation and virtual reality (VR) for HRI have shown themselves to be suitable tools for creating space for human-robot experimentation that can be beneficial in these scenarios. However, the use of simulation and VR comes with the possibility of failures resulting from the sim-to-real gap, where the behavior of the simulated robot may not accurately reflect the experience of a human collaborator in a real-world setting. This gap can limit the generalizability of research findings and raise questions about the validity of using simulation and VR for HRI research. Our goal in this work is to demonstrate the effectiveness of sim-to-real approaches for contact-based human-robot interaction. 
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  3. In this paper, we present a shared manipulation task performed both in virtual reality with a simulated robot and in the real world with a physical robot. A collaborative assembly task where the human and robot work together to construct as simple electrical circuit was chosen. While there are platforms available for conducting human robot interactions using virtual reality, there has not been significant work investigating how it can influence human perception of tasks that are typically done in person. We present an overview of the simulation environment used, describe the paired experiment being performed, and finally enumerate a set of design desiderata to be considered when conducting sim2real experiment involving humans in a virtual setting. 
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  4. Modern robotics heavily relies on machine learning and has a growing need for training data. Advances and commercialization of virtual reality (VR) present an opportunity to use VR as a tool to gather such data for human-robot interactions. We present the Robot Interaction in VR simulator, which allows human participants to interact with simulated robots and environments in real-time. We are particularly interested in spoken interactions between the human and robot, which can be combined with the robot's sensory data for language grounding. To demonstrate the utility of the simulator, we describe a study which investigates whether a user's head pose can serve as a proxy for gaze in a VR object selection task. Participants were asked to describe a series of known objects, providing approximate labels for the focus of attention. We demonstrate that using a concept of gaze derived from head pose can be used to effectively narrow the set of objects that are the target of participants' attention and linguistic descriptions. 
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  5. Grounded language acquisition is a major area of research combining aspects of natural language processing, computer vision, and signal processing, compounded by domain issues requiring sample efficiency and other deployment constraints. In this work, we present a multimodal dataset of RGB+depth objects with spoken as well as textual descriptions. We analyze the differences between the two types of descriptive language and our experiments demonstrate that the different modalities affect learning. This will enable researchers studying the intersection of robotics, NLP, and HCI to better investigate how the multiple modalities of image, depth, text, speech, and transcription interact, as well as how differences in the vernacular of these modalities impact results. 
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  6. Grounded language acquisition is a major area of research combining aspects of natural language processing, computer vision, and signal processing, compounded by domain issues requiring sample efficiency and other deployment constraints. In this work, we present a multimodal dataset of RGB+depth objects with spoken as well as textual descriptions. We analyze the differences between the two types of descriptive language and our experiments demonstrate that the different modalities affect learning. This will enable researchers studying the intersection of robotics, NLP, and HCI to better investigate how the multiple modalities of image, depth, text, speech, and transcription interact, as well as how differences in the vernacular of these modalities impact results. 
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