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Misha Sra

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Published work

5 published item(s)

preprint2026arXiv

Visual Aesthetic Benchmark: Can Frontier Models Judge Beauty?

Multimodal large language models (MLLMs) are now routinely deployed for visual understanding, generation, and curation. A substantial fraction of these applications require an explicit aesthetic judgment. Most existing solutions reduce this judgment to predicting a scalar score for a single image. We first ask whether such scores faithfully capture comparative preference: in a controlled study with eight expert annotators, score-derived rankings align poorly with the same annotators' direct comparisons, while direct ranking yields substantially higher inter-annotator agreement on best- and worst-image labels. Motivated by this finding, we introduce the Visual Aesthetic Benchmark (VAB), which casts aesthetic evaluation as comparative selection over candidate sets with matched subject matter. VAB contains 400 tasks and 1,195 images across fine art, photography, and illustration, with labels derived from the consensus of 10 independent expert judges per task. Evaluating 20 frontier MLLMs and six dedicated visual-quality reward models, we find that the strongest system identifies both the best and the worst image correctly across three random permutations of the candidate order in only 26.5% of tasks, far below the 68.9% achieved by human experts. Fine-tuning a 35B-parameter model on 2,000 expert examples brings its accuracy close to that of a 397B-parameter open-weight model, suggesting that the comparative signal in VAB is transferable. Together, these results expose a clear and measurable gap between current multimodal models and expert aesthetic judgment, and VAB provides the first set-based, expert-grounded testbed on which that gap can be tracked and closed.

preprint2022arXiv

Adaptive Virtual Neuroarchitecture

Our surrounding environment impacts our cognitive-emotional processes on a daily basis and shapes our physical, psychological and social wellbeing. Although the effects of the built environment on our psycho-physiological processes are well studied, virtual environment design with a potentially similar impact on the user, has received limited attention. Based on the influence of space design on a user and combining that with the dynamic affordances of virtual spaces, we present the idea of adaptive virtual neuroarchitecture (AVN), where virtual environments respond to the user and the user's real world context while simultaneously influencing them both in realtime. To show how AVN has been explored in current research, we present a sampling of recent work that demonstrates reciprocal relationships using physical affordances (space, objects), the user's state (physiological, cognitive, emotional), and the virtual world used in the design of novel virtual reality experiences. We believe AVN has the potential to help us learn how to design spaces and environments that can enhance the wellbeing of their inhabitants.

preprint2022arXiv

Txt2Vid: Ultra-Low Bitrate Compression of Talking-Head Videos via Text

Video represents the majority of internet traffic today, driving a continual race between the generation of higher quality content, transmission of larger file sizes, and the development of network infrastructure. In addition, the recent COVID-19 pandemic fueled a surge in the use of video conferencing tools. Since videos take up considerable bandwidth (~100 Kbps to a few Mbps), improved video compression can have a substantial impact on network performance for live and pre-recorded content, providing broader access to multimedia content worldwide. We present a novel video compression pipeline, called Txt2Vid, which dramatically reduces data transmission rates by compressing webcam videos ("talking-head videos") to a text transcript. The text is transmitted and decoded into a realistic reconstruction of the original video using recent advances in deep learning based voice cloning and lip syncing models. Our generative pipeline achieves two to three orders of magnitude reduction in the bitrate as compared to the standard audio-video codecs (encoders-decoders), while maintaining equivalent Quality-of-Experience based on a subjective evaluation by users (n = 242) in an online study. The Txt2Vid framework opens up the potential for creating novel applications such as enabling audio-video communication during poor internet connectivity, or in remote terrains with limited bandwidth. The code for this work is available at https://github.com/tpulkit/txt2vid.git.

preprint2015arXiv

Design Strategies for Playful Technologies to Support Light-intensity Physical Activity in the Workplace

Moderate to vigorous intensity physical activity has an established preventative role in obesity, cardiovascular disease, and diabetes. However recent evidence suggests that sitting time affects health negatively independent of whether adults meet prescribed physical activity guidelines. Since many of us spend long hours daily sitting in front of a host of electronic screens, this is cause for concern. In this paper, we describe a set of three prototype digital games created for encouraging light-intensity physical activity during short breaks at work. The design of these kinds of games is a complex process that must consider motivation strategies, interaction methodology, usability and ludic aspects. We present design guidelines for technologies that encourage physical activity in the workplace that we derived from a user evaluation using the prototypes. Although the design guidelines can be seen as general principles, we conclude that they have to be considered differently for different workplace cultures and workspaces. Our study was conducted with users who have some experience playing casual games on their mobile devices and were able and willing to increase their physical activity.

preprint2015arXiv

MetaSpace II: Object and full-body tracking for interaction and navigation in social VR

MetaSpace II (MS2) is a social Virtual Reality (VR) system where multiple users can not only see and hear but also interact with each other, grasp and manipulate objects, walk around in space, and get tactile feedback. MS2 allows walking in physical space by tracking each user's skeleton in real-time and allows users to feel by employing passive haptics i.e., when users touch or manipulate an object in the virtual world, they simultaneously also touch or manipulate a corresponding object in the physical world. To enable these elements in VR, MS2 creates a correspondence in spatial layout and object placement by building the virtual world on top of a 3D scan of the real world. Through the association between the real and virtual world, users are able to walk freely while wearing a head-mounted device, avoid obstacles like walls and furniture, and interact with people and objects. Most current virtual reality (VR) environments are designed for a single user experience where interactions with virtual objects are mediated by hand-held input devices or hand gestures. Additionally, users are only shown a representation of their hands in VR floating in front of the camera as seen from a first person perspective. We believe, representing each user as a full-body avatar that is controlled by natural movements of the person in the real world (see Figure 1d), can greatly enhance believability and a user's sense immersion in VR.