#01Aug 25, 2026
eess.IV
Model Effect or Label Effect? Refined Annotations and a Human-Referenced Benchmark for Pulmonary Embolism Segmentation
Qihang Sun, Zhongxiao Liu, Bailiang Jian and 6 more
Purpose: To quantify how evaluation annotations influence measured pulmonary embolism (PE) segmentation performance relative to model training changes, and to establish a human-referenced framework. Materials and Methods: This retrospective study screened 166 voxel-annotated CT pulmonary angiography cases from CADPE (n=91), FUMPE (n=35), and READ (n=40); 149 were included. A primary rater annotated PE by protocol, and a senior thoracic radiologist reviewed and revised all segmentations. Three additional raters at three centers annotated a 15-case subset. The label effect was measured by evaluating two pretrained nnU-Net models (nnU-Net-A, nnU-Net-B) against original and refined annotations. The model effect was measured by comparing the same architecture trained on different dataset combinations with annotations fixed. The benchmark model (nnPE) was trained with leave-one-dataset-out and pooled five-fold cross-validation. Four metric categories were analyzed with case-paired Wilcoxon signed-rank tests, Benjamini-Hochberg correction, and bootstrap 95% CIs. Results: Changing only the annotation increased mean DSC by 0.143 (0.122-0.166) for nnU-Net-A and 0.188 (0.163-0.213) for nnU-Net-B (both P < .001), whereas changing training-dataset composition changed DSC by 0.028. The label effect exceeded the model effect on CADPE and FUMPE and was 0.045 on READ. Within-mask attenuation SD fell in all three datasets after re-annotation (all P < .001). nnPE reached DSC 0.72 +/- 0.22 on pooled cross-validation but scored below all four annotators across 52 paired comparisons (all corrected P < .05). Conclusion: Evaluation annotations affected measured PE segmentation performance at least as much as model training choices. A human-referenced evaluation framework is publicly available for future study.
#02Aug 25, 2026
cs.CV
Image Difference Quantification Using Autoencoder-Based Latent Representations
Manish Sharma, Timothy Yim, Clifton Forlines
Traditional image similarity metrics such as Mean Squared Error (MSE), Peak Signal-to-Noise Ratio (PSNR), and the Structural Similarity Index Measure (SSIM) rely on pixel-level comparisons and often fail to capture perceptually meaningful differences between images. In contrast, latent representations learned by deep neural networks encode high-level semantic information that is more closely aligned with human visual perception. This paper proposes a convolutional autoencoder-based framework for quantifying image differences using cosine similarity in latent space. The learned compact embeddings enable robust differentiation between visually distinct images under variations in illumination, pose, and background. Extensive evaluation on dog-cat images and additional cross-domain datasets demonstrates clear class-wise clustering and strong inter-class separability in the latent space, with 98.4% of dog-cat image pairs exhibiting similarity scores below 0.5. Further validation using the TID2013 dataset shows that latent-space distance correlates positively with human Mean Opinion Scores (MOS), demonstrating sensitivity to perceptually relevant image distortions. The proposed approach provides a computationally efficient and semantically grounded alternative to conventional pixel-based similarity metrics, with potential applications in content-based retrieval, perceptual quality assessment, and semantic similarity analysis.
#03Aug 25, 2026
cs.CV
Game2World Engine: Unlocking In-the-Wild Gameplay Videos for World Model Training
Wenxuan Shen, Dongna Jin, Dongping Chen
Video games provide a scalable source of training data for video world models, offering diverse environments, complex interactions, and abundant in-the-wild gameplay videos. However, raw gameplay footage entangles the game world with screen-space interfaces, introducing game-specific biases and irrelevant dynamics that hinder world-model training. To address this problem, we introduce GameUI-Taxonomy and G2WEngine, a full-stack framework that formalizes gameplay UI grounding and removal. G2WEngine automatically extracts reusable UI assets from real gameplay videos and synthesizes temporally coherent UI overlays on clean footage. Using this engine, we construct Game2World, comprising 96K synthetic paired videos with precise reconstruction targets and 1,079 in-the-wild clips from 303 games for realistic evaluation. Its asset library contains 5,132 verified UI elements across 21 taxonomy categories, collected from 1,010 representative gameplay frames. Based on Game2World, we propose GameCleaner, a mask-free gameplay UI removal model that combines multimodal semantic understanding with video editing capabilities. Unlike mask-based methods, GameCleaner directly identifies and removes diverse HUD elements while preserving the underlying scene content and temporal dynamics. In a controlled pilot, world models trained on UI-free gameplay improve overall VideoReward by 6.83% over those trained on UI-overlaid data. On UI-removal evaluation, GameCleaner achieves an average AAR of 95.36 on synthetic videos, outperforming the strongest temporal mask baseline by 57.3%, and obtains the best in-the-wild AAR of 80.05 with 99.8 background preservation. These results demonstrate the scalable potential of transforming Internet gameplay videos into high-quality world-model training data. Code, dataset, and model will be available at https://github.com/Dongping-Chen/Game2World.
#04Aug 25, 2026
cs.CV
EMFE: A lightweight, explainable machine learning framework for malaria cell classification
Md Abdullah Al Kafi, Walayat Hussain, Mousumi Karmakar and 2 more
Automated malaria diagnosis from stained blood-smear microscopy is dominated by deep convolutional neural networks that are accurate but computationally expensive, poorly interpretable, and rarely validated with patient-level rigor. We present EMFE (Efficient Mathematical Feature Extraction), a five-feature framework for classifying single red-blood-cell images as parasitized or uninfected using Gray World color normalization, adaptive green-channel thresholding, morphological spot detection, and classical machine learning. Using the NIH LHNCBC malaria dataset (27,558 images from 200 patients), we evaluate Random Forest, Histogram Gradient Boosting, and Support Vector Machine classifiers under patient-grouped nested cross-validation (K_outer=20, K_inner=3), ensuring that cells from each patient remain within a single fold. The optimized Random Forest achieves 94.6% pooled out-of-fold accuracy (95% CI [93.6, 95.7]), corroborated by an untouched 40-patient holdout test (94.3%) and a patient-level permutation test (p<0.001, 1,000 permutations). Ablation experiments quantify the contribution of individual features and pipeline stages. Hardware-matched comparisons with retrained DenseNet121, ResNet50, and MobileNetV2 models assess the accuracy-efficiency trade-off. Synthetic perturbations characterize three failure modes, while explainability analysis identifies spot saturation as the dominant discriminative feature. Patient-level aggregation further quantifies sensitivity-specificity trade-offs and false-positive accumulation. These results demonstrate a statistically rigorous, interpretable, and computationally lightweight alternative to deep learning, while explicitly quantifying its limitations.
#05Aug 25, 2026
cs.CV
Human-Inspired Social Engagement Analysis via Interpretable Mutual Visual Attention
Urwa Fatima, Mohammad Zohaib, Francesca Odone and 1 more
Understanding social interactions from non-verbal visual data is important for behavior analysis and activity monitoring. We propose an interpretable computational model of social engagement inspired by psychological theories of mutual visual attention. Rather than learning interaction patterns end-to-end, our framework explicitly models dyadic visual attention and aggregates these cues into interpretable measures of individual and group engagement. The resulting modular framework combines state-of-the-art head orientation estimation with lightweight geometric reasoning, producing explanations that remain accessible to non-technical users. We evaluate the proposed approach on a variety of data through quantitative experiments and demonstrate its practical usefulness with qualitative visualizations designed to support teachers, caregivers, and social workers in understanding group interaction dynamics.