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Ron Yosef

dblp:283/5799 · DBLP profile ↗
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5ranked-venue papers
1as first author
5since 2021 · last 2025
0009-0002-7606-1371ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 4 · 1 first-author · 4 since 2021Software engineering, systems software and programming languages · 1 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
3 papers
Vision and language · 60% Knowledge representation and reasoning · 22% Trustworthy machine learning · 19%
Computer graphics and multimedia
1 paper
Visual content generation and editing · 100%
Human-computer interaction and pervasive computing
1 paper
Games and playful interaction · 100%

Topics — the 6 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › Vision and language › vision-language model
vision-language model evaluation
0.912025
EditInspector: A Benchmark for Evaluation of Text-Guided Image Edits · ACL (1) 2025
Visual content generation and editing › image editing
text-guided image editing
0.912025
EditInspector: A Benchmark for Evaluation of Text-Guided Image Edits · ACL (1) 2025
Knowledge, reasoning and agents › Knowledge representation and reasoning › analogical reasoning
visual analogy
0.712023
VASR: Visual Analogies of Situation Recognition · AAAI 2023
Computer vision › Vision and language
multimodal reasoning
0.212023
VASR: Visual Analogies of Situation Recognition · AAAI 2023
Computer vision › Vision and language › visual reasoning
visual analogical reasoning
0.212023
VASR: Visual Analogies of Situation Recognition · AAAI 2023
Games and playful interaction › gamification
gamified data collection
0.212022
WinoGAViL: Gamified Association Benchmark to Challenge Vision-and-Language Models · NeurIPS 2022

Methods — techniques the papers use, named apart from their topics

vision-language model · 1.7human annotation · 1.7human evaluation · 1.1gamification · 1.1crowdsourcing · 0.7CLIP · 0.7
YearPublicationVenuePosition
2025 EditInspector: A Benchmark for Evaluation of Text-Guided Image Edits
abstract
Text-guided image editing, fueled by recent advancements in generative AI, is becoming increasingly widespread. This trend highlights the need for a comprehensive framework to verify text-guided edits and assess their quality. To address this need, we introduce EditInspector, a novel benchmark for evaluation of text-guided image edits, based on human annotations collected using an extensive template for edit verification. We leverage EditInspector to evaluate the performance of state-of-the-art (SoTA) vision and language models in assessing edits across various dimensions, including accuracy, artifact detection, visual quality, seamless integration with the image scene, adherence to common sense, and the ability to describe edit-induced changes. Our findings indicate that current models struggle to evaluate edits comprehensively and frequently hallucinate when describing the changes. To address these challenges, we propose two novel methods that outperform SoTA models in both artifact detection and difference caption generation.
Ron Yosef, Yonatan Bitton, Dani Lischinski, Moran Yanuka
ACL (1)1
2024 Understanding Logical Expressions with Negations: Its Complicated
abstract
The flow of control in computer programs is shaped by conditional branches. The Boolean expressions which determine the outcome of a branch may have an effect on the readability of the code. In particular, negations can make such expressions harder to understand. We conduct an experiment with 205 professional developers who needed to understand different logical expressions. The results show that the time needed to understand different expressions of similar size can vary significantly. In general, expressions with more negations take more time, and double negations are especially troublesome. However, there are multiple other factors that also have an effect. For example, literals which are TRUE take less time to process than literals that are FALSE. Regularity (where either all variables have negations or all do not, or where either all literals are TRUE or all are FALSE) also helps. But there are many confounding interactions between the factors, leading to complex outcomes. For example, when comparing De Morgan’s logically-equivalent pairs of expressions, we found that understanding a negated OR took slightly more time than the AND of two negations, but there was no difference between a negated AND and the OR of two negations. The factors we identified as influencing the understanding of expressions may contribute to advancing our knowledge of cognitive processes involved in understanding logical expressions, but much additional work is still needed. At the same time, the comparisons of equivalent forms provide some practical advice on how to write more understandable expressions.
Aviad Baron, Ilai Granot, Ron Yosef, Dror G. Feitelson
EASE3
2024 ParallelPARC: A Scalable Pipeline for Generating Natural-Language Analogies
abstract
Oren Sultan, Yonatan Bitton, Ron Yosef, Dafna Shahaf. Proceedings of the 2024 Conference of the North American Chapter of the Association for Computational Linguistics: Human Language Technologies (Volume 1: Long Papers). 2024.
Oren Sultan, Yonatan Bitton, Ron Yosef, Dafna Shahaf
NAACL-HLT3
2023 VASR: Visual Analogies of Situation Recognition
abstract
A core process in human cognition is analogical mapping: the ability to identify a similar relational structure between different situations. We introduce a novel task, Visual Analogies of Situation Recognition, adapting the classical word-analogy task into the visual domain. Given a triplet of images, the task is to select an image candidate B' that completes the analogy (A to A' is like B to what?). Unlike previous work on visual analogy that focused on simple image transformations, we tackle complex analogies requiring understanding of scenes. We leverage situation recognition annotations and the CLIP model to generate a large set of 500k candidate analogies. Crowdsourced annotations for a sample of the data indicate that humans agree with the dataset label ~80% of the time (chance level 25%). Furthermore, we use human annotations to create a gold-standard dataset of 3,820 validated analogies. Our experiments demonstrate that state-of-the-art models do well when distractors are chosen randomly (~86%), but struggle with carefully chosen distractors (~53%, compared to 90% human accuracy). We hope our dataset will encourage the development of new analogy-making models. Website: https://vasr-dataset.github.io/
Yonatan Bitton, Ron Yosef, Eli Strugo, Dafna Shahaf, Roy Schwartz 0001, Gabriel Stanovsky
AAAI2
2022 WinoGAViL: Gamified Association Benchmark to Challenge Vision-and-Language Models
abstract
While vision-and-language models perform well on tasks such as visual question answering, they struggle when it comes to basic human commonsense reasoning skills. In this work, we introduce WinoGAViL: an online game of vision-and-language associations (e.g., between werewolves and a full moon), used as a dynamic evaluation benchmark. Inspired by the popular card game Codenames, a spymaster gives a textual cue related to several visual candidates, and another player tries to identify them. Human players are rewarded for creating associations that are challenging for a rival AI model but still solvable by other human players. We use the game to collect 3.5K instances, finding that they are intuitive for humans (>90% Jaccard index) but challenging for state-of-the-art AI models, where the best model (ViLT) achieves a score of 52%, succeeding mostly where the cue is visually salient. Our analysis as well as the feedback we collect from players indicate that the collected associations require diverse reasoning skills, including general knowledge, common sense, abstraction, and more. We release the dataset, the code and the interactive game, allowing future data collection that can be used to develop models with better association abilities.
Yonatan Bitton, Nitzan Guetta, Ron Yosef, Yuval Elovici, Mohit Bansal, Gabriel Stanovsky, Roy Schwartz 0001
NeurIPS3