Satwik Ram Kodandaram, Monalika Padma Reddy, Xiaojun Bi +3cs.HC cs.AI
Computer-use agents are emerging as a paradigm for agentic human-AI interaction, combining language reasoning with multi-modal interface grounding to operate GUIs. Yet their effectiveness for blind screen-reader users in real-world desktop workflows remains unclear. We present a three-week diary study with 8 blind users using OLLA, a screen-reader-accessible CUA prototype, collecting 1,258 commands across 12 applications with screenshots, UI trees, model responses, and action traces. We evaluate GPT-5 during deployment and re-execute the same commands with four additional models. GPT-5 achieved the highest success rate at 52.5%. Trace analysis reveals grounding, planning, constraint-tracking, and termination failures, while interviews reveal beyond-automation needs.
Bo Pang, Jiaqi Pan, Xiaocheng Zhang +3cs.CV cs.GR cs.HC
3D geometry editing is a critical yet labor-intensive part of the graphics pipeline, requiring artists to translate creative intent into precise operations in complex professional software. Large language models (LLMs) have shown promise for script-based 3D creation, but script generation is less suited to perception-driven editing of arbitrary existing meshes, where execution must remain visually grounded and untouched regions should be preserved. We present a \emph{visual-centric}, training-free multi-agent system that edits existing 3D meshes directly in Blender by emulating the iterative workflow of human artists. Rather than generating scripts or regenerating geometry, our system operates through the Blender GUI: multimodal LLM agents observe the viewport, reason about the current mesh state, and execute localized edits through simulated user interactions. Experiments on a curated benchmark provide initial evidence that this agentic approach can follow natural language instructions, perform representative localized mesh edits, and preserve the overall identity of the input asset. Our results highlight a complementary regime for language-driven 3D editing: direct in-place modification of existing meshes within the native 3D editing workflow. We view this work as an exploratory step toward visual-centric agentic geometry editing in professional graphics software.
Graphical user interfaces have emerged as an important environment for evaluating autonomous AI agents on multimodal interactive tasks. Existing benchmarks such as AndroidWorld and MobileWorld provide strong foundations for mobile agent evaluation, but their application coverage and task design do not yet fully capture the diversity and complexity of realistic mobile use. We present GMA, a benchmark for evaluating general mobile assistants in challenging real-world scenarios. GMA introduces seven applications based on open-source projects, spanning domains such as lifestyle sharing and travel planning, and 300 tasks across four difficulty tiers, from atomic actions to complex multi-step workflows. We evaluate eight frontier models and find that performance declines substantially as task complexity increases, with current agents remaining far from reliably handling realistic user requirements. We further conduct controlled ablation studies of agent harness choices, including context retention and explicit state tracking, under a shared environment, model setting, and task taxonomy. Results show that appropriate harness design can meaningfully improve performance, particularly on demanding workflows, while the effectiveness of specific designs can vary across foundation models. Overall, GMA complements existing benchmarks by expanding application coverage and task complexity, providing a challenging testbed for evaluating mobile agents and studying how harness design supports reliable execution in complex mobile workflows.
Computer-use agents are usually improved by strengthening perception: better models for reading a screenshot and choosing where to click. Yet a screenshot is only a lossy rendering of the underlying program state, e.g., the files, application backends, and DOM that hold the task data. Different states can produce the same pixels, while code can inspect and modify that state directly. StateAct is a code-first, multi-agent harness built around this distinction. Its main agent works directly with program state by using code, while a dedicated GUI subagent handles screenshot-and-click interaction on the few subgoals that need it, just 28 of 108 tasks and 1.1% of main-agent steps. The same direct access to program state also supports verification: an independent finish gate double-checks the saved result for structural failures, e.g., output that is missing, unsaved, or written to the wrong path. To stay on track over hundreds of steps, the main agent hands subgoals to fresh subagents, keeping its own context focused. On OSWorld 2.0, StateAct lifts Claude Opus 4.8 from 20.6% to 26.9% on binary success, and from 54.8% to 61.6% on partial success, at ~ 9x lower cost per task than the same model driven by screenshots alone; a code-only variant with no GUI subagent reaches only 45.9% partial, below that screenshot-based baseline's 54.8%. In general, grounding action, verification, and memory in state, what we call state-grounding, shifts the main bottleneck from perception toward reasoning: failures depend more on what the agent thinks than on what it sees.