Large language models (LLMs) have demonstrated remarkable capabilities in language understanding, reasoning, and world knowledge. As embodied agents become increasingly capable, there is a growing demand for compact models that can serve as an on-device brain, preserving the broad general intelligence of LLMs while enabling effective high-level interaction with embodied environments. Existing approaches, however, often prioritize either general-purpose intelligence or specialized embodied capabilities, making it challenging to satisfy both requirements within a single model. We present \textbf{Athena-Brain-8B}, an 8B LLM designed to serve as an on-device brain for embodied intelligence for embodied intelligence. Through a multi-stage post-training pipeline consisting of General Supervised Fine-Tuning, General Reinforcement Learning, Embodied Expert training, and Model Merge, Athena-Brain-8B maintains strong general capabilities while acquiring strong high-level embodied interaction capabilities and generating concise responses for efficient embodied interaction. Experimental results demonstrate the effectiveness of Athena across both general and embodied evaluations. Compared with the corresponding Qwen3-8B thinking model, Athena-Brain-8B achieves comparable performance on general language and reasoning benchmarks while generating substantially shorter responses. On in-domain embodied benchmarks, Athena-Brain-8B consistently outperforms models of similar scale and surpasses several substantially larger frontier models evaluated zero-shot, demonstrating that compact language models can effectively integrate strong general intelligence with embodied capabilities.
https://arxiv.org/abs/2607.18985
World Action Models (WAMs) offer a promising paradigm for robotic manipulation by jointly modeling visual state transitions and robot actions. However, existing WAMs are constrained by limited temporal context, coarse episode-level language supervision, and predominantly text-only conditioning, which hinder task-progress tracking and fine-grained language-video-action grounding while limiting visual-context reasoning and cross-embodiment transfer. In this paper, we introduce WorldScape Policy 2.0, a controllable WAM with reasoning-augmented long short-term memory. Its causal short-term visual memory supplies recent observations as DiT prefill to preserve local interaction dynamics, while its long short-term event memory organizes historical VLM outputs into global-history, local-active, and event-boundary representations for progress-aware retrieval. The retrieved history augments perception and autoregressively generated planning tokens, yielding an implicit subgoal condition for autonomous planning; semantic forcing further transfers event-level instruction semantics into this latent planning pathway. To establish fine-grained multimodal controllability, we construct ManipEvent-5M, an event-grounded embodied pretraining dataset containing nearly 5 million event segments with aligned action trajectories, episode-level task instructions, segment-level subtask captions, goal images, and video demonstrations. These designs provide a unified interface for autonomous planning from high-level instructions and controllable execution from fine-grained text, goal-image, or video-context prompts. Experiments in both simulation and real-world platforms demonstrate superior capabilities in long-horizon autonomous planning, fine-grained instruction following and in-context adaptation.
https://arxiv.org/abs/2607.18840
Existing robot datasets remain expensive to curate, embodiment-specific, and insufficiently annotated with the fine-grained structure required for generalizable reasoning, execution, or long-horizon environment dynamics simulation. Building on our prior work, RoboInter1.0, we present RoboInter1.5, an extended and holistic suite of intermediate representations for both robotic manipulation and embodied world modeling. RoboInter1.5 provides a unified resource of data, benchmarks, and models centered on dense manipulation-oriented intermediate representations. Specifically, RoboInter-Data contains over 230k manipulation episodes across 571 scenes with dense per-frame annotations covering more than ten types of intermediate representations, including subtasks, primitive skills, object and gripper grounding, segmentation, affordance, grasp poses, contact points, motion traces, etc. Built upon these annotations, RoboInter-VQA introduces spatial and temporal embodied VQA tasks to benchmark and improve the intermediate-representation reasoning capabilities of our RoboInter-VLM. RoboInter-VLA further studies how such representations benefit action execution through implicit, explicit, and modular plan-then-execute paradigms. To better model the physical world, we further introduce RoboInter-World, which leverages intermediate representations as structured conditioning signals for controllable prediction of future world states. Extensive evaluations demonstrate that RoboInter1.5 provides a unified spatiotemporal scaffolding for intermediate representations. Rather than treating intermediate representations merely as interpretable signals, RoboInter1.5 conceptualizes them as a bidirectional interface that both regularizes low-level action spaces and constrains the latent rollouts of open-world physical simulators.
https://arxiv.org/abs/2607.18709
Pretrained dense visual features from Vision Transformers (ViTs) are powerful yet have been underutilized in robot learning. Modern robot policies either compress each observation into a single global token, or rely on visual backbones trained from scratch, sacrificing both fine-grained spatial detail and the benefits of large-scale visual pre-training. While there exist policies that do operate on dense patch features like large vision-language-action models (VLAs), they tend to be heavy and slow, inheriting the full cost of a billion-parameter vision-language model (VLM) backbone. We close this gap with Patch Policy, a minimal architectural extension that enables transformer-based policies to consume dense pre-trained patch tokens directly without the computational overhead of a full VLM. At its core is a block-causal attention mask that preserves the temporal causality of standard policies while letting the model attend over many patch tokens per observation, alongside other state information. Patch Policy is lightweight, fast, and highly effective. Across four simulated and three real-world environment suites, our method achieves a 40% relative improvement over policies using state-of-the-art global-pooled representations. Furthermore, it surpasses fine-tuned OpenVLA-OFT by 18% while using roughly 0.7% of the parameters. We believe Patch Policy provides a pipeline for the robotics community to readily leverage continuing progress in visual representation learning, without sacrificing the training efficiency or inference speed required for high-frequency, reactive control. Videos can be viewed at this https URL
https://arxiv.org/abs/2607.18236
This paper focuses on the problem of Embodied Task Planning, where an agent is required to execute a sequence of atomic actions within an interactive environment to complete a user-specified task. Though a variety of simulators and datasets have previously been built for this task, these efforts are largely isolated, with each using its own observation format, action type, and task domain. This fragmentation complicates comprehensive model evaluation and hinders the scalability of training data. As an effort towards generalizable embodied planning, we propose UniETP, a unified interface integrating four commonly-used simulators (AI2-THOR, VirtualHome, Habitat, BEHAVIOR). UniETP is characterized by both standardization and diversity. On one hand, it formalizes all the simulators into a consistent observation and action space, and builds an evaluation system to support complicated task goal. On the other hand, it enhances task diversity and complexity across dimensions like task logic, instance grounding, and instruction understanding, constructing a new dataset with varied levels of difficulty in an automatic manner. Extensive experiments on the proposed benchmark are conducted to evaluate the embodied planning capabilities of recent models and analyze the performance bottlenecks. Codes and data will be available at this https URL .
https://arxiv.org/abs/2607.18062
We present RynnBrain 1.1, a family of embodied foundation models spanning 2B, 9B, and 122B-A10B scales. Trained with a unified spatio-temporal and physically grounded framework, RynnBrain 1.1 supports embodied perception, spatial reasoning, localization, and planning. Compared with RynnBrain 1.0, it further introduces contact-point prediction across the model family and native 3D grounding for the 2B and 9B models, yielding representations and outputs that are more directly aligned with robot manipulation. We also develop RynnBrain-VLA with a unified cross-embodiment action space and embodiment-specific masking, and deploy it on Unitree G1, Astribot-S1, and Tianji-Wuji. RynnBrain 1.1 achieves strong results on embodied cognition, localization, and 3D grounding, with the 122B-A10B model outperforming all evaluated proprietary and open-source models on VSI-Bench, MMSI, and RefSpatial-Bench. Real-robot experiments show that RynnBrain-initialized policies outperform Qwen-based and representative generalist VLAs, while joint multi-task and multi-embodiment training improves process scores and success rates over per-task training.
https://arxiv.org/abs/2607.17977
Vision-Language Navigation (VLN) requires an embodied agent to interpret a natural-language instruction and predict actions from temporally ordered visual observations. Adapting a multimodal large language model to VLN requires visual-language alignment, compact temporal inputs, action-space grounding, and stable training on the target hardware. This technical report presents PGN (Pangu Navigator), an offline VLN action-prediction system built on OpenPangu-7B. Training proceeds in two stages. First, PGMM aligns a frozen EVA-ViT-G/14 vision encoder with the frozen language backbone by training a Q-Former and a two-layer MLP projector. Second, PGN adapts the aligned model to expert navigation trajectories using five-observation windows, epoch-dependent temporal sampling, and a reasoning-then-action output format; this stage freezes the aligned visual pathway and updates three structural-token embeddings and LoRA adapters. The implementation combines mixed-precision computation, selective FP32 computation, and DeepSpeed ZeRO-2 on eight Ascend 910B NPUs. Under teacher-forced, open-loop evaluation on 500 held-out expert trajectories, V9 reports a 62.29% Normalized Action Match (NAM) and a 100.00% Non-empty Rate (NER). These metrics quantify offline expert-action alignment rather than closed-loop navigation success; evaluating error accumulation, path efficiency, and goal completion remains future work.
https://arxiv.org/abs/2607.17806
Hand-Object Interaction (HOI) synthesis is a cornerstone for animation production and embodied AI. Despite the strong priors of video foundation models, multi-view consistent HOI synthesis remains challenging due to complex hand motions and occlusions. We present HarmoHOI, a unified diffusion framework that jointly and harmoniously generates synchronized multi-view HOI videos and globally aligned 3D point tracks. Our core insight is that robust multi-view consistency fundamentally requires globally aligned 3D geometry and motion. To this end, we propose a Mixture of Multi-view Diffusion Transformer that co-models RGB videos and 3D point tracks. By representing point tracks as pseudo-videos, we align 3D geometric signals with the 2D latent space of foundation models, thereby minimizing the domain gap and easing adaptation of priors. To further ensure geometry consistency, we introduce Global Motion Aligning Diffusion, which refines coarse point tracks into metric-scale, globally aligned 3D trajectories. HarmoHOI enables on-the-fly co-evolution of 2D appearance and 3D motion during denoising. To overcome the scarcity of multi-view HOI data, we employ a hybrid data curriculum learning strategy that successfully transfers generic priors from single-view data to synchronized multi-view generation. Experimental results show that HarmoHOI achieves state-of-the-art performance in visual quality, motion plausibility, and multi-view geometric consistency. Project page available at this https URL.
https://arxiv.org/abs/2607.17097
This paper addresses key technical challenges in current large language model (LLM) agent applications, including long-horizon planning, sparse reward attribution, and dynamic environmental interaction, by designing and optimizing an intelligent agent workflow. The proposed architecture is based on the synthesis of core AI paradigms: Visual, Language, Generative, Graph, Multimodal, Reinforcement, and Agent Intelligence. Unlike conventional baseline models that rely on static prompting and lack robust perception-action loops, our approach introduces a Partially Observable Markov Decision Process (POMDP) routing mechanism. This mechanism is augmented with an internal, self-correcting reward model that evaluates decision trajectories before execution. By integrating multimodal inputs and advanced reinforcement learning principles (such as proximal policy optimization and value function approximation), the agent maintains long-term structural memory and dynamically adapts its reasoning pathways to mitigate error accumulation. Empirical experiments on the ALFWorld embodied simulation environment and the WebShop online navigation benchmark demonstrate a 24.5% absolute improvement in task success rate and trajectory efficiency over mainstream baselines like the standard ReAct framework. Comprehensive ablation studies confirm the significant contribution of the reward-driven critique module in suppressing hallucination rates. This research bridges theoretical foundations of reinforcement learning and graph-based memory with autonomous agent workflows. Ultimately, the resulting architecture offers a practical, scalable reference framework for developing artificial intelligence technologies in complex, multi-step autonomous systems. Code is available at this https URL.
https://arxiv.org/abs/2607.17038
High-quality 3D scene assets are critical for embodied applications such as robotic manipulation, navigation, and simulation. Despite their strong object priors, recent single-image 3D generation models such as SAM3D remain insufficient for real-world scenes, where severe occlusions, redundant observations, and cross-view inconsistencies make reliable scene generation challenging. We introduce Scene-SAM3D, a training-free framework that extends SAM3D from single-view object generation to calibrated multi-view scene asset generation. Scene-SAM3D selects a compact set of complementary views, reducing observation redundancy while providing additional evidence for regions occluded in individual views. Based on the selected views, it performs step-efficient latent velocity fusion to integrate multi-view evidence and suppress cross-view conflicts in canonical space. Finally, a lightweight rigid-object Gaussian optimization refines the scene layout within 200 iterations while preserving the generated object geometry. Experiments on Replica and ScanNet++ demonstrate consistent improvements at both instance and scene levels, with our method reducing scene-level CD by 43.8% on Replica and 30.9% on ScanNet++, while cutting flow-model sampling FLOPs and wall-time latency by nearly 20% under the same multi-view setting. Code will be released at this https URL.
https://arxiv.org/abs/2607.16805
Vision-language-action models, world models, and agentic planners each advance physical intelligence, yet their composition lacks a common execution abstraction, shared state, semantic verification, and persistent experience across heterogeneous embodiments. We present PhyAgentOS, a runtime foundation delivering scheduling, verification, memory, benchmarking, and safety as system-level services. Its Session-Centered Runtime treats a session, not an action, as the minimum unit of scheduling, compatibility preflight, supervised execution, evidence collection, and acceptance. To decouple cognition from physical execution, the cognition-physics boundary is a file system: the State-as-a-File protocol materializes cross-layer state as Markdown with YAML, yielding inspectable, versionable records without code dependencies between Agent and Runtime layers. These views form a unified cognitive state space aligning intent, capabilities, environment, execution, and experience. The SessionVerifier distinguishes execution termination from semantic task completion via evidence-grounded verdicts of success, failure, or replan. Verified outcomes are consolidated through epistemic memory into reusable knowledge and corrective lessons, closing a trial-and-error loop without retraining. Benchmarking reuses the deployment session and verification path, so results trace to real execution. Layered safety constrains both policy-driven and agent-driven execution: preflight, action bridges, SafetyGuard, heartbeat monitoring, and target-local constraints. Validation is progressive: games test cognitive planning, simulation adds dynamics and control, real robots add hardware noise, with the cognitive layer held constant. PhyAgentOS is benchmarked on Optimus-67, StarDojo, and DST-Dojo, validated on 19+ simulated and physical embodiments, and gains on LIBERO, Calvin, and RoboCasa365 across multiple VLA models.
https://arxiv.org/abs/2607.16636
Action-conditioned world models are a key component of embodied AI, serving as scalable policy evaluators that reduce reliance on expensive real-world rollouts. To accurately capture diverse action-induced dynamics, such models should satisfy three key objectives-Physical Plausibility (P), Action Adherence (A), and Visual Fidelity (V), collectively referred to as PAV-while remaining robust to both in-distribution (ID) expert demonstrations and out-of-distribution (OOD) actions. However, existing methods primarily rely on ID action-video pairs and pixel-level reconstruction losses, which do not explicitly optimize PAV objectives and generalize poorly beyond expert data. To address this, we propose PAVXploreRL, a reinforcement learning framework built on a pretrained latent world model that explicitly optimizes PAV objectives through reward-driven training. To improve action generalization, our method jointly leverages ID trajectories and noise-driven OOD action exploration, without paired video supervision. Experiments show that PAVXploreRL consistently outperforms pretrained baselines, achieving a 5.6% average gain across benchmarks and producing higher-quality PAV properties. As a policy evaluator, it also yields more reliable performance estimates and reduces the overestimation bias of prior expert-only world models such as Ctrl-World. Code: this https URL
https://arxiv.org/abs/2607.16602
Edmund C. Berkeley is usually remembered as a writer who helped connect symbolic logic to computing machinery. That description is correct, but incomplete. Read across Berkeley's machine-oriented writings and projects, the central concern is broader: to show that symbolic logic can serve as a practical design language for machines that acquire information, retain it, respond appropriately to changing conditions, and organize their behavior over time. This paper takes Symbolic Logic and Intelligent Machines as the principal text in that effort, while treating it as representative of a larger Berkeley program that links logical form, circuitry, control, and intelligent behavior. On this reading, Berkeley does not merely treat intelligence as abstract symbol manipulation. He repeatedly defines intelligent machines in operational terms, ties logic to hardware realization, and describes machine behavior through the coordinated interaction of inputs, outputs, memory, calculation, control, states, and events. His treatment of robots and machine activities accordingly moves beyond static logical form toward temporally extended, environment-coupled behavior. David L. Heiserman's machine-intelligence work extends this program toward adaptive creature architectures built around memory, confidence, and generalization. Taken together, Berkeley and Heiserman can be read not as exhausted historical episodes but as contributors to a still under-tested architectural approach to embodied robotic cognition.
https://arxiv.org/abs/2607.16465
Humans can infer how objects are likely to move from passive observation: a cup may be lifted, a drawer may slide, and a lid may rotate shut. Such predictions expose the physical consequences of interaction needed to act in the real world. We study how to learn this anticipation from ordinary monocular videos of human-object interaction. Given a short observed video context, MotionForesight predicts future 3D trajectories for points on the manipulated object. This casts interaction prediction as object-centered 3D motion forecasting without any assumptions on the object properties. Our key insight is that video prediction models already encode rich priors about how objects move during human interactions. We redirect these priors from pixel prediction toward future 3D scene flow. We start from a dense 3D tracker built on a pretrained video model, generate pseudo-ground-truth tracks from complete clips, and train the forecaster using only the observed frames. We replace future RGB and geometry with learned mask latents and train a lightweight adapter to turn the retrospective tracking representation into a forward predictor, while freezing the large video and tracking components. Using just 40k human videos and no auxiliary inputs such as language, MotionForesight generalizes across diverse out-of-distribution objects, environments, viewpoints, and interactions. It also outperforms substantially larger models that use over a million training videos. These results show that we can efficiently re-purpose video priors into explicit geometric forecasts for embodied intelligence. this https URL
https://arxiv.org/abs/2607.16192
The post-training of Vision-Language-Action (VLA) models is essential due to the diversity of simulators, robot embodiments, and task objectives. Existing compute services, whether offered as direct accelerator rental or batch-workload submission, typically allocate an exclusive set of GPU and CPU resources to a single tenant. While this paradigm maximizes client flexibility, it burdens users with infrastructure adaptation, and the fixed card-hour accounting model renders short or bursty workloads both expensive for tenants and inefficient for the service provider. To address these challenges, we present JoyNexus, a unified service for multi-tenant VLA supervised fine-tuning, reinforcement learning, and evaluation. JoyNexus decouples the Training Model Service, Inference Model Service, and Environment Service, each accessed through APIs and backed by resident shared base models with tenant-specific slots. Tenants can directly invoke high-level semantic APIs for training, rollout, and evaluation, or compose custom algorithms using lower-level APIs and their assigned endpoints. Multiple tenants submit workloads concurrently; their action modules, optimizers, rollout records, and policy versions remain isolated, and the service is scheduled by the global Training Queue and Inference Queue. To further improve multi-tenant training efficiency, JoyNexus introduces group batching for heterogeneous VLA data schemas that share a compatible model-facing prefix, enabling a single shared backbone forward pass over grouped samples. Finally, we evaluate JoyNexus through workload simulation and a group-batching pipeline in a realistic embodied scenario. Results show that, compared with isolated single-tenant execution, JoyNexus reduces aggregate GPU time and improves service utilization via cross-tenant scheduling on shared resources.
https://arxiv.org/abs/2607.16074
This paper studies how to adapt a computer vision object detector to an unknown environment under both a robot navigation time and annotation budget constraint. Our approach selects informative robot trajectories and image samples to retrain the detector, explicitly targeting its failure cases. Formally, the approach is an embodied variant of batch active learning, where at each round an agent has a limited navigation budget to collect candidate samples and a limited annotation budget for the most relevant images. We leverage spatial consistency to identify images with inconsistent labels, which are likely to provide the greatest improvement to the vision model. We evaluate the approach using different active learning objectives on large scenes from the AI2-THOR simulator and on a real-world setup using a Boston Dynamics Spot robot with the real-time object detector YOLOv5. Through comparison against several baselines, our experimental results show that spatial inconsistency helps guide the agent and select relevant images without external supervision, achieving the highest detection accuracy at the end of the adaptation process under the same budget. The open-source project can be found at this https URL
https://arxiv.org/abs/2607.15974
Human motion capture from head-mounted devices (HMDs) offers a scalable way to acquire real-world human motion and interaction data, which is crucial for applications in embodied AI and VR/AR. Existing approaches focus on either egocentric body tracking, estimating the motion of the subject wearing the device, or exocentric tracking, capturing the movements of people in the wearer's surroundings. So far, these two paradigms have largely been explored in isolation. In this paper, we propose a novel distributed framework that jointly leverages ego- and exocentric multi-modal signals for human motion estimation from HMDs. Unlike traditional motion capture systems requiring bulky multi-camera setups or obtrusive mocap suits, our approach, EgoExoMoCap, is as simple as two (or more) people, each wearing a pair of smart glasses. The method leverages head (plus potentially wrist) tracking signals for accurate estimation of global motion in the 3D world and combines context-aware image features based on DINOv3 to achieve robustness in the presence of noise and occlusions. Extensive experiments on two in-the-wild datasets show that our approach can robustly reconstruct motion even in challenging scenarios.
https://arxiv.org/abs/2607.15868
Vision-Language Model (VLM) agents have advanced zero-shot object-goal navigation, yet single-frame reasoning leaves them without the cross-step behavioral awareness an embodied navigator requires, producing recurring failures such as dead-end stalls, in-room loops, and circuitous approaches to detected targets. Prompt-based remedies inflate token budgets across multi-submodule episodes and still struggle to encode inherently spatial signals such as angles, map cells, and viewpoint coordinates. In this paper, we propose SkillNav, an extensible behavioral skill framework for VLM-based navigation that treats the curiosity value map already maintained by modern VLM navigators as a writable substrate on which composable skills inscribe behavioral memory at zero token cost. Skills are stratified into three tiers by their level of behavioral authority, namely soft scaling for proportional reweighting, lower-bound boost for region-level guarantees, and hard override for threshold-triggered forced actions, and cooperate across tiers under a fixed composition order that establishes a predictable, declared priority among skills. This design turns capability improvement into skill registration: new behaviors plug in without retraining the VLM or disturbing existing skills, opening a path for continual refinement. A minimal prompt channel complements the score-level skills with category-level semantic hints, yielding a dual-representation design in which spatial memory lives on the map and semantic memory in short prompts. Training-free, SkillNav establishes new state-of-the-art SPL across MP3D (25.5), HM3D v0.1 (39.3), and HM3D v0.2 (43.2), improving SPL by up to 6.0 absolute over the strongest prior method, and achieves the highest Success Rate on HM3D v0.1 (69.7) and v0.2 (75.9).
https://arxiv.org/abs/2607.15758
Robust 3D reconstruction is essential for robotics and embodied perception. Recent feed-forward approaches such as DUSt3R have demonstrated impressive progress in dense 3D reconstruction from RGB images, achieving global geometric consistency and strong generalization. However, extending such dense 3D reconstruction to event cameras remains challenging due to their asynchronous, sparse, and highly dynamic nature, as well as the lack of large-scale, well-labeled datasets. In this work, we introduce Event3R, a feed-forward framework that directly maps asynchronous event streams to globally consistent 3D point clouds. Event3R represents incoming events as spatial-temporal voxels, enabling time-aware feature integration through a temporal attention module that enhances the module's temporal feature learning. To further strengthen temporal representation learning and reduce reliance on labeled data, we propose a Masked Bin Modeling (MBM) strategy for self-supervised pre-training, enabling robust temporal representation learning with minimal labeled data, and retain it as an auxiliary fine-tuning objective. In addition, contrastive alignment and consistency regularization losses are incorporated during fine-tuning to reinforce structural correspondence and temporal coherence across views. Extensive experiments on both synthetic and real-world benchmarks demonstrate that Event3R achieves robust, temporally consistent, and globally aligned 3D reconstructions, significantly outperforming existing event-based methods.
https://arxiv.org/abs/2607.15727
Equipping humanoid robots with coherent and adaptable personas is crucial for fostering natural, engaging, and trustworthy human-robot interaction (HRI). However, existing approaches often rely on static, hard-coded identities that lack the flexibility to adapt to individual user contexts. In this paper, we present PACE (Persona Adaptation through Conversational Elicitation), a novel framework for the interactive generation and deployment of structured personas on the Ameca humanoid robot. Our system introduces an Interactive Persona Elicitation Pipeline, enabling the robot to dynamically synthesize a tailored, psychologically grounded identity through user Q&A. This elicitation process feeds into a persona prompt compilation phase, generating a structured persona prompt built upon multi-perspective dimensions. We detail the Embodied System Integration required to translate this structured specification into expressive, multimodal humanoid behaviors. Through a comprehensive empirical HRI evaluation, we assess the impact of dynamically generated personas on user trust, perceived anthropomorphism, persona consistency, personal relevance, and interaction quality compared to a generic baseline. These contributions establish a scalable pathway for deploying personalized, interactive, and reliable identities in embodied humanoid assistants. Video demo is available at: this https URL
https://arxiv.org/abs/2607.15579