BeatGraph: Self-Supervised Heartbeat Graphs for Infant ECG Representations from the Home Environment
26d
- Publicado
- Coletado
Autores
Mohammad Nur Hossain Khan, M. S. Krafczyk, Beverly G. Bolster, Nancy McElwain, Mark A. Hasegawa-Johnson, Bashima Islam
Categorias
Electrocardiogram (ECG) foundation models typically tokenize the signal into fixed-length patches that ignore cardiac structure, so a patch may split a heartbeat and the number of beats in each patch shifts with heart rate. This matters most for infants, whose heart rates are higher and whose ECG differs from the adult, clinic-recorded 12-lead data these models are built on. A model for infant ECG should therefore reason about heartbeats directly rather than recover them from arbitrary patches. We propose BeatGraph, which makes the heartbeat its unit of representation, modeling each 30-second window as a graph of beats. A shared beat encoder embeds each heartbeat from its waveform and inter-beat intervals, a Transformer with positional encoding orders the beats in time, and residual graph attention layers relate every beat to every other before attention pooling yields a window embedding. We pretrain BeatGraph on our new corpus of unlabeled infant recordings by predicting masked-beat embeddings, then fine-tune it for each task. One backbone supports sleep-wake detection, infant-state classification, activity-source identification (infant- or caregiver-initiated movement), and affect recognition, improving macro-F1 over the strongest baseline on each task by 0.076 to 0.158. It also transfers across age groups, reaching 0.892 AUROC on the ZZU-pECG pediatric benchmark (ages 0 to 14), within 0.001 of the best published self-supervised ECG model, and matching that model under linear evaluation on the adult PTB-XL benchmark despite infant-only pretraining. Finally, to our knowledge, we release the first public infant ECG corpus collected in homes, classrooms, and laboratory settings with state and affect labels. It contains 3,408 hours of single-channel ECG from 143 infants aged 3 to 11 months, with unlabeled pretraining data, benchmark tasks, and subject-level splits.
O overfeed.news indexa e aponta. Publicamos um trecho curto — o artigo completo fica em arXiv AI Papers.
Mais de arXiv AI Papers
Entre para seguir esta fonteJoints, Camera, Action! Co-Generating 3D Motion and Video for Arbitrary Rigs
Video generation models can now depict remarkably realistic motion. Yet it is unclear how to use this motion beyond pixels: to animate a specific 3D asset and replay the animation in its 3D scene. For instance, a video model can show a monkey jumping over a crossbar, but it cannot return that jump as replayable 3D motion placed in the 3D scene. Here we present a model that directly co-generates the video and 3D motion for any supplied rig, along with a camera that registers this motion to the scene. Prior video-motion models either handle only human skeletons, often adding billions of parameters, or triangulate 3D motion from generated 2D pose maps. We instead keep 3D motion in a separate model that supports arbitrary skeletons, and connect it to a pretrained video model through a small set of cross-attention layers. This separation lets the motion model first learn how skeletons move from motion-only data, which is easier to obtain and augment than paired video. Additionally, our model learns to locate each joint in the video frames, which lets us recover the camera and place the 3D motion in the scene. To train across many skeletons, we use a generative video editor to place animated 3D assets in scenes suited to their actions, curating the edits so their known motion remains valid. Together with human and robot video, this yields nearly 200K training pairs. Our evaluations demonstrate that our model animates diverse rigs from text more faithfully than video-first pipelines, and its motion responds to the surrounding scene. It also turns video into rig motion, rig motion into video, and enables keyframe-based control of the 3D motion. Videos and additional results are available on our project page: https://research.nvidia.com/labs/par/projects/jca/.
GBClaw: An agentic AI framework for atomistic grain boundary research and mechanistic discovery
Agentic artificial intelligence (AI) systems hold immense potential for automating complex workflows in materials discovery and design, but extending them to domain-intensive mechanistic investigations remains challenging. Here, we present GBClaw, an agentic AI framework for investigating the structure and deformation of general grain boundaries (GBs). Although general GBs constitute the vast majority of real-world interfaces in polycrystalline materials, they remain understudied because their structural complexity and interfacial mismatch complicate experimental and modeling research. GBClaw integrates large language models (LLMs) into a modular architecture comprising an orchestrator, specialized agents, domain-specific tools, simulation interfaces, and hierarchical memory. Through dynamic replanning and iterative workflow refinement, the framework effectively connects systematic simulations with targeted mechanistic analysis. Applied to 14 general asymmetric tilt GBs in nickel, GBClaw characterized interfacial defect structures and identified diverse deformation modes across these incommensurate boundaries. Comparing boundary sliding with and without secondary GB misfit dislocations revealed substantial differences in shear strength, underscoring the critical role of defect hierarchies in sliding resistance. Furthermore, researcher-guided follow-up calculations traced an anomalously high shear resistance to metastable boundary structures. This work demonstrates that combining agentic AI with domain expertise bridges high-throughput computational screening with deep physical understanding of complex material interfaces.
Learning Adaptable Dexterous Skills via Hybrid Dexterous Mimicking
Dexterous multi-finger hands hold promise to unlock diverse skills like functional grasps, in-hand reorientation, and dynamic handover that the human-designed world assumes, yet existing learning recipes force a trade-off. Goal-reaching reinforcement learning generalizes to arbitrary object poses but, lacking any human prior, converges to unnatural and unreliable finger strategies; motion tracking reproduces human-like behavior from a single clip but cannot deviate from it. We present AdaDex, a goal-conditioned RL framework that turns a single hand-object trajectory of a few seconds---from mocap data or HOI reconstruction from in-the-wild RGB(D) video---into an adaptable dexterous skill. At the core of AdaDex is Hybrid Dexterous Mimicking: a shared policy is trained on two populations of massively parallel environments: motion tracking environments trained with dense motion tracking objective, which instill the human prior from human motion; and generalization environments with noised initial states and goals and a sparse object-success reward, which force the skill to work far off the reference. From seconds of human motion per skill, the resulting policies can learn diverse adaptable dexterous skills, such as functional grasping, object reposing, in-hand reorientation with finger gaiting, and dynamic behaviors like throw-and-catch. Our method outperforms baselines in terms of generalization and functionality, and we demonstrate transfer across simulators and to the real world. Project page: https://yuxuank.com/AdaDex/.
UniWALM: Unified World Action Language Model for Embodied Robot Control
Motivated by the human ability to integrate experience across language, perception, and action, we introduce UniWALM, a unified world-action-language model that learns video, action, and language in a single shared representation, where each modality is both a conditioning signal and a supervision target. We ask: can jointly generating language enrich this shared representation, improving manipulation and supporting memory-dependent behavior? Unlike prior approaches that attach a reasoning or vision-language model to a video-action backbone and run them as distinct stages, UniWALM unifies all three modalities inside a single mixture-of-transformers backbone whose per-modality diffusion heads co-denoise synchronously, decoding subtask and textual memory in the same pass as action with no separate planning stage; the generated language is re-consumed on the next step, closing a language-as-memory loop without an external planner or memory bank. To keep the action stream reliable under this richer objective, we further introduce Flow Matching with Correction (FMC), a training objective that teaches recovery from perturbed action trajectories at no inference-time cost. UniWALM consistently improves over same-backbone baselines (e.g., FastWAM) on compositional pick-and-place (MolmoSpaces) and across the memory-dependent subset of RMBench, where it reaches 34.5% without any pretrained language or reasoning model and exceeds Mem-0's keyframe-equipped setup (28.5%) using only a single anchor frame. On a real-world Find-the-Item task, generating textual memory lifts success from 11.1% to 61.1%, while state-of-the-art VLAs stay at or below chance (<=33.3%).