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Nitzan Guetta

dblp:301/9349 · also Nitzan Bitton Guetta · DBLP profile ↗
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3ranked-venue papers
2as first author
3since 2021 · last 2024
—ORCID · none

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

Artificial intelligence and machine learning · 3 · 2 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author · 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 · 64% Knowledge representation and reasoning · 26% Trustworthy machine learning · 10%
Human-computer interaction and pervasive computing
1 paper
Games and playful interaction · 100%

Topics — the 7 heaviest of 9, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › Vision and language › visual reasoning
visual commonsense reasoning
1.422024
Visual Riddles: a Commonsense and World Knowledge Challenge for Large Vision and Language Models · NeurIPS 2024
Breaking Common Sense: WHOOPS! A Vision-and-Language Benchmark of Synthetic and Compositional Images · ICCV 2023
Knowledge, reasoning and agents › Knowledge representation and reasoning
commonsense reasoning
0.812024
Visual Riddles: a Commonsense and World Knowledge Challenge for Large Vision and Language Models · NeurIPS 2024
Computer vision › Vision and language
visual reasoning
0.812024
Visual Riddles: a Commonsense and World Knowledge Challenge for Large Vision and Language Models · NeurIPS 2024
Knowledge, reasoning and agents › Knowledge representation and reasoning › background knowledge
world knowledge
0.812024
Visual Riddles: a Commonsense and World Knowledge Challenge for Large Vision and Language Models · NeurIPS 2024
Computer vision › Vision and language
multimodal benchmark
0.712023
Breaking Common Sense: WHOOPS! A Vision-and-Language Benchmark of Synthetic and Compositional Images · ICCV 2023
Computer vision › Vision and language
vision-language model
0.212024
Visual Riddles: a Commonsense and World Knowledge Challenge for Large Vision and Language Models · NeurIPS 2024
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

human evaluation · 1.1gamification · 1.1text-to-image generation · 0.8automatic evaluation · 0.8visual question answering · 0.7image generation · 0.7explanation generation · 0.7captioning · 0.7
YearPublicationVenuePosition
2024 Visual Riddles: a Commonsense and World Knowledge Challenge for Large Vision and Language Models
abstract
Imagine observing someone scratching their arm; to understand why, additional context would be necessary. However, spotting a mosquito nearby would immediately offer a likely explanation for the person’s discomfort, thereby alleviating the need for further information. This example illustrates how subtle visual cues can challenge our cognitive skills and demonstrates the complexity of interpreting visual scenarios. To study these skills, we present Visual Riddles, a benchmark aimed to test vision and language models on visual riddles requiring commonsense and world knowledge. The benchmark comprises 400 visual riddles, each featuring a unique image created by a variety of text-to-image models, question, ground-truth answer, textual hint, and attribution. Human evaluation reveals that existing models lag significantly behind human performance, which is at 82% accuracy, with Gemini-Pro-1.5 leading with 40% accuracy. Our benchmark comes with automatic evaluation tasks to make assessment scalable. These findings underscore the potential of Visual Riddles as a valuable resource for enhancing vision and language models’ capabilities in interpreting complex visual scenarios. Data, code, and leaderboard are available at https://visual-riddles.github.io/.
Nitzan Guetta, Aviv Slobodkin, Aviya Maimon, Eliya Habba, Royi Rassin, Yonatan Bitton, Idan Szpektor, Amir Globerson, Yuval Elovici
NeurIPS1
2023 Breaking Common Sense: WHOOPS! A Vision-and-Language Benchmark of Synthetic and Compositional Images
abstract
Weird, unusual, and uncanny images pique the curiosity of observers because they challenge commonsense. For example, an image released during the 2022 world cup depicts the famous soccer stars Lionel Messi and Cristiano Ronaldo playing chess, which playfully violates our expectation that their competition should occur on the football field.1Humans can easily recognize and interpret these unconventional images, but can AI models do the same? We introduce WHOOPS!, a new dataset and benchmark for visual commonsense. The dataset is comprised of purposefully commonsense-defying images created by designers using publicly-available image generation tools like Midjourney. We consider several tasks posed over the dataset. In addition to image captioning, cross-modal matching, and visual question answering, we introduce a difficult explanation generation task, where models must identify and explain why a given image is unusual. Our results show that state-of-the-art models such as GPT3 and BLIP2 still lag behind human performance on WHOOPS!. We hope our dataset will inspire the development of AI models with stronger visual commonsense reasoning abilities.2
Nitzan Guetta, Yonatan Bitton, Jack Hessel, Ludwig Schmidt, Yuval Elovici, Gabriel Stanovsky, Roy Schwartz 0001
ICCV1
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
NeurIPS2