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SubscribeGrounding Bodily Awareness in Visual Representations for Efficient Policy Learning
Learning effective visual representations for robotic manipulation remains a fundamental challenge due to the complex body dynamics involved in action execution. In this paper, we study how visual representations that carry body-relevant cues can enable efficient policy learning for downstream robotic manipulation tasks. We present Inter-token Contrast (ICon), a contrastive learning method applied to the token-level representations of Vision Transformers (ViTs). ICon enforces a separation in the feature space between agent-specific and environment-specific tokens, resulting in agent-centric visual representations that embed body-specific inductive biases. This framework can be seamlessly integrated into end-to-end policy learning by incorporating the contrastive loss as an auxiliary objective. Our experiments show that ICon not only improves policy performance across various manipulation tasks but also facilitates policy transfer across different robots. The project website: https://github.com/HenryWJL/icon
BQA: Body Language Question Answering Dataset for Video Large Language Models
A large part of human communication relies on nonverbal cues such as facial expressions, eye contact, and body language. Unlike language or sign language, such nonverbal communication lacks formal rules, requiring complex reasoning based on commonsense understanding. Enabling current Video Large Language Models (VideoLLMs) to accurately interpret body language is a crucial challenge, as human unconscious actions can easily cause the model to misinterpret their intent. To address this, we propose a dataset, BQA, a body language question answering dataset, to validate whether the model can correctly interpret emotions from short clips of body language comprising 26 emotion labels of videos of body language. We evaluated various VideoLLMs on BQA and revealed that understanding body language is challenging, and our analyses of the wrong answers by VideoLLMs show that certain VideoLLMs made significantly biased answers depending on the age group and ethnicity of the individuals in the video. The dataset is available.
GRIP: Generating Interaction Poses Using Latent Consistency and Spatial Cues
Hands are dexterous and highly versatile manipulators that are central to how humans interact with objects and their environment. Consequently, modeling realistic hand-object interactions, including the subtle motion of individual fingers, is critical for applications in computer graphics, computer vision, and mixed reality. Prior work on capturing and modeling humans interacting with objects in 3D focuses on the body and object motion, often ignoring hand pose. In contrast, we introduce GRIP, a learning-based method that takes, as input, the 3D motion of the body and the object, and synthesizes realistic motion for both hands before, during, and after object interaction. As a preliminary step before synthesizing the hand motion, we first use a network, ANet, to denoise the arm motion. Then, we leverage the spatio-temporal relationship between the body and the object to extract two types of novel temporal interaction cues, and use them in a two-stage inference pipeline to generate the hand motion. In the first stage, we introduce a new approach to enforce motion temporal consistency in the latent space (LTC), and generate consistent interaction motions. In the second stage, GRIP generates refined hand poses to avoid hand-object penetrations. Given sequences of noisy body and object motion, GRIP upgrades them to include hand-object interaction. Quantitative experiments and perceptual studies demonstrate that GRIP outperforms baseline methods and generalizes to unseen objects and motions from different motion-capture datasets.
Whole-Body Coordination for Dynamic Object Grasping with Legged Manipulators
Quadrupedal robots with manipulators offer strong mobility and adaptability for grasping in unstructured, dynamic environments through coordinated whole-body control. However, existing research has predominantly focused on static-object grasping, neglecting the challenges posed by dynamic targets and thus limiting applicability in dynamic scenarios such as logistics sorting and human-robot collaboration. To address this, we introduce DQ-Bench, a new benchmark that systematically evaluates dynamic grasping across varying object motions, velocities, heights, object types, and terrain complexities, along with comprehensive evaluation metrics. Building upon this benchmark, we propose DQ-Net, a compact teacher-student framework designed to infer grasp configurations from limited perceptual cues. During training, the teacher network leverages privileged information to holistically model both the static geometric properties and dynamic motion characteristics of the target, and integrates a grasp fusion module to deliver robust guidance for motion planning. Concurrently, we design a lightweight student network that performs dual-viewpoint temporal modeling using only the target mask, depth map, and proprioceptive state, enabling closed-loop action outputs without reliance on privileged data. Extensive experiments on DQ-Bench demonstrate that DQ-Net achieves robust dynamic objects grasping across multiple task settings, substantially outperforming baseline methods in both success rate and responsiveness.
SemanticBoost: Elevating Motion Generation with Augmented Textual Cues
Current techniques face difficulties in generating motions from intricate semantic descriptions, primarily due to insufficient semantic annotations in datasets and weak contextual understanding. To address these issues, we present SemanticBoost, a novel framework that tackles both challenges simultaneously. Our framework comprises a Semantic Enhancement module and a Context-Attuned Motion Denoiser (CAMD). The Semantic Enhancement module extracts supplementary semantics from motion data, enriching the dataset's textual description and ensuring precise alignment between text and motion data without depending on large language models. On the other hand, the CAMD approach provides an all-encompassing solution for generating high-quality, semantically consistent motion sequences by effectively capturing context information and aligning the generated motion with the given textual descriptions. Distinct from existing methods, our approach can synthesize accurate orientational movements, combined motions based on specific body part descriptions, and motions generated from complex, extended sentences. Our experimental results demonstrate that SemanticBoost, as a diffusion-based method, outperforms auto-regressive-based techniques, achieving cutting-edge performance on the Humanml3D dataset while maintaining realistic and smooth motion generation quality.
Speaking Beyond Language: A Large-Scale Multimodal Dataset for Learning Nonverbal Cues from Video-Grounded Dialogues
Nonverbal communication is integral to human interaction, with gestures, facial expressions, and body language conveying critical aspects of intent and emotion. However, existing large language models (LLMs) fail to effectively incorporate these nonverbal elements, limiting their capacity to create fully immersive conversational experiences. We introduce MARS, a multimodal language model designed to understand and generate nonverbal cues alongside text, bridging this gap in conversational AI. Our key innovation is VENUS, a large-scale dataset comprising annotated videos with time-aligned text, facial expressions, and body language. Leveraging VENUS, we train MARS with a next-token prediction objective, combining text with vector-quantized nonverbal representations to achieve multimodal understanding and generation within a unified framework. Based on various analyses of the VENUS datasets, we validate its substantial scale and high effectiveness. Our quantitative and qualitative results demonstrate that MARS successfully generates text and nonverbal languages, corresponding to conversational input.
Shape-Erased Feature Learning for Visible-Infrared Person Re-Identification
Due to the modality gap between visible and infrared images with high visual ambiguity, learning diverse modality-shared semantic concepts for visible-infrared person re-identification (VI-ReID) remains a challenging problem. Body shape is one of the significant modality-shared cues for VI-ReID. To dig more diverse modality-shared cues, we expect that erasing body-shape-related semantic concepts in the learned features can force the ReID model to extract more and other modality-shared features for identification. To this end, we propose shape-erased feature learning paradigm that decorrelates modality-shared features in two orthogonal subspaces. Jointly learning shape-related feature in one subspace and shape-erased features in the orthogonal complement achieves a conditional mutual information maximization between shape-erased feature and identity discarding body shape information, thus enhancing the diversity of the learned representation explicitly. Extensive experiments on SYSU-MM01, RegDB, and HITSZ-VCM datasets demonstrate the effectiveness of our method.
SMAP: Single-Shot Multi-Person Absolute 3D Pose Estimation
Recovering multi-person 3D poses with absolute scales from a single RGB image is a challenging problem due to the inherent depth and scale ambiguity from a single view. Addressing this ambiguity requires to aggregate various cues over the entire image, such as body sizes, scene layouts, and inter-person relationships. However, most previous methods adopt a top-down scheme that first performs 2D pose detection and then regresses the 3D pose and scale for each detected person individually, ignoring global contextual cues. In this paper, we propose a novel system that first regresses a set of 2.5D representations of body parts and then reconstructs the 3D absolute poses based on these 2.5D representations with a depth-aware part association algorithm. Such a single-shot bottom-up scheme allows the system to better learn and reason about the inter-person depth relationship, improving both 3D and 2D pose estimation. The experiments demonstrate that the proposed approach achieves the state-of-the-art performance on the CMU Panoptic and MuPoTS-3D datasets and is applicable to in-the-wild videos.
ContextAnyone: Context-Aware Diffusion for Character-Consistent Text-to-Video Generation
Text-to-video (T2V) generation has advanced rapidly, yet maintaining consistent character identities across scenes remains a major challenge. Existing personalization methods often focus on facial identity but fail to preserve broader contextual cues such as hairstyle, outfit, and body shape, which are critical for visual coherence. We propose ContextAnyone, a context-aware diffusion framework that achieves character-consistent video generation from text and a single reference image. Our method jointly reconstructs the reference image and generates new video frames, enabling the model to fully perceive and utilize reference information. Reference information is effectively integrated into a DiT-based diffusion backbone through a novel Emphasize-Attention module that selectively reinforces reference-aware features and prevents identity drift across frames. A dual-guidance loss combines diffusion and reference reconstruction objectives to enhance appearance fidelity, while the proposed Gap-RoPE positional embedding separates reference and video tokens to stabilize temporal modeling. Experiments demonstrate that ContextAnyone outperforms existing reference-to-video methods in identity consistency and visual quality, generating coherent and context-preserving character videos across diverse motions and scenes. Project page: https://github.com/ziyang1106/ContextAnyone{https://github.com/ziyang1106/ContextAnyone}.
OmniVTON: Training-Free Universal Virtual Try-On
Image-based Virtual Try-On (VTON) techniques rely on either supervised in-shop approaches, which ensure high fidelity but struggle with cross-domain generalization, or unsupervised in-the-wild methods, which improve adaptability but remain constrained by data biases and limited universality. A unified, training-free solution that works across both scenarios remains an open challenge. We propose OmniVTON, the first training-free universal VTON framework that decouples garment and pose conditioning to achieve both texture fidelity and pose consistency across diverse settings. To preserve garment details, we introduce a garment prior generation mechanism that aligns clothing with the body, followed by continuous boundary stitching technique to achieve fine-grained texture retention. For precise pose alignment, we utilize DDIM inversion to capture structural cues while suppressing texture interference, ensuring accurate body alignment independent of the original image textures. By disentangling garment and pose constraints, OmniVTON eliminates the bias inherent in diffusion models when handling multiple conditions simultaneously. Experimental results demonstrate that OmniVTON achieves superior performance across diverse datasets, garment types, and application scenarios. Notably, it is the first framework capable of multi-human VTON, enabling realistic garment transfer across multiple individuals in a single scene. Code is available at https://github.com/Jerome-Young/OmniVTON
The Language of Motion: Unifying Verbal and Non-verbal Language of 3D Human Motion
Human communication is inherently multimodal, involving a combination of verbal and non-verbal cues such as speech, facial expressions, and body gestures. Modeling these behaviors is essential for understanding human interaction and for creating virtual characters that can communicate naturally in applications like games, films, and virtual reality. However, existing motion generation models are typically limited to specific input modalities -- either speech, text, or motion data -- and cannot fully leverage the diversity of available data. In this paper, we propose a novel framework that unifies verbal and non-verbal language using multimodal language models for human motion understanding and generation. This model is flexible in taking text, speech, and motion or any combination of them as input. Coupled with our novel pre-training strategy, our model not only achieves state-of-the-art performance on co-speech gesture generation but also requires much less data for training. Our model also unlocks an array of novel tasks such as editable gesture generation and emotion prediction from motion. We believe unifying the verbal and non-verbal language of human motion is essential for real-world applications, and language models offer a powerful approach to achieving this goal. Project page: languageofmotion.github.io.
MedSumm: A Multimodal Approach to Summarizing Code-Mixed Hindi-English Clinical Queries
In the healthcare domain, summarizing medical questions posed by patients is critical for improving doctor-patient interactions and medical decision-making. Although medical data has grown in complexity and quantity, the current body of research in this domain has primarily concentrated on text-based methods, overlooking the integration of visual cues. Also prior works in the area of medical question summarisation have been limited to the English language. This work introduces the task of multimodal medical question summarization for codemixed input in a low-resource setting. To address this gap, we introduce the Multimodal Medical Codemixed Question Summarization MMCQS dataset, which combines Hindi-English codemixed medical queries with visual aids. This integration enriches the representation of a patient's medical condition, providing a more comprehensive perspective. We also propose a framework named MedSumm that leverages the power of LLMs and VLMs for this task. By utilizing our MMCQS dataset, we demonstrate the value of integrating visual information from images to improve the creation of medically detailed summaries. This multimodal strategy not only improves healthcare decision-making but also promotes a deeper comprehension of patient queries, paving the way for future exploration in personalized and responsive medical care. Our dataset, code, and pre-trained models will be made publicly available.
MuGa-VTON: Multi-Garment Virtual Try-On via Diffusion Transformers with Prompt Customization
Virtual try-on seeks to generate photorealistic images of individuals in desired garments, a task that must simultaneously preserve personal identity and garment fidelity for practical use in fashion retail and personalization. However, existing methods typically handle upper and lower garments separately, rely on heavy preprocessing, and often fail to preserve person-specific cues such as tattoos, accessories, and body shape-resulting in limited realism and flexibility. To this end, we introduce MuGa-VTON, a unified multi-garment diffusion framework that jointly models upper and lower garments together with person identity in a shared latent space. Specifically, we proposed three key modules: the Garment Representation Module (GRM) for capturing both garment semantics, the Person Representation Module (PRM) for encoding identity and pose cues, and the A-DiT fusion module, which integrates garment, person, and text-prompt features through a diffusion transformer. This architecture supports prompt-based customization, allowing fine-grained garment modifications with minimal user input. Extensive experiments on the VITON-HD and DressCode benchmarks demonstrate that MuGa-VTON outperforms existing methods in both qualitative and quantitative evaluations, producing high-fidelity, identity-preserving results suitable for real-world virtual try-on applications.
BEE-NET: A deep neural network to identify in-the-wild Bodily Expression of Emotions
In this study, we investigate how environmental factors, specifically the scenes and objects involved, can affect the expression of emotions through body language. To this end, we introduce a novel multi-stream deep convolutional neural network named BEE-NET. We also propose a new late fusion strategy that incorporates meta-information on places and objects as prior knowledge in the learning process. Our proposed probabilistic pooling model leverages this information to generate a joint probability distribution of both available and anticipated non-available contextual information in latent space. Importantly, our fusion strategy is differentiable, allowing for end-to-end training and capturing of hidden associations among data points without requiring further post-processing or regularisation. To evaluate our deep model, we use the Body Language Database (BoLD), which is currently the largest available database for the Automatic Identification of the in-the-wild Bodily Expression of Emotions (AIBEE). Our experimental results demonstrate that our proposed approach surpasses the current state-of-the-art in AIBEE by a margin of 2.07%, achieving an Emotional Recognition Score of 66.33%.
SoniWeight Shoes: Investigating Effects and Personalization of a Wearable Sound Device for Altering Body Perception and Behavior
Changes in body perception influence behavior and emotion and can be induced through multisensory feedback. Auditory feedback to one's actions can trigger such alterations; however, it is unclear which individual factors modulate these effects. We employ and evaluate SoniWeight Shoes, a wearable device based on literature for altering one's weight perception through manipulated footstep sounds. In a healthy population sample across a spectrum of individuals (n=84) with varying degrees of eating disorder symptomatology, physical activity levels, body concerns, and mental imagery capacities, we explore the effects of three sound conditions (low-frequency, high-frequency and control) on extensive body perception measures (demographic, behavioral, physiological, psychological, and subjective). Analyses revealed an impact of individual differences in each of these dimensions. Besides replicating previous findings, we reveal and highlight the role of individual differences in body perception, offering avenues for personalized sonification strategies. Datasets, technical refinements, and novel body map quantification tools are provided.
Effective Whole-body Pose Estimation with Two-stages Distillation
Whole-body pose estimation localizes the human body, hand, face, and foot keypoints in an image. This task is challenging due to multi-scale body parts, fine-grained localization for low-resolution regions, and data scarcity. Meanwhile, applying a highly efficient and accurate pose estimator to widely human-centric understanding and generation tasks is urgent. In this work, we present a two-stage pose Distillation for Whole-body Pose estimators, named DWPose, to improve their effectiveness and efficiency. The first-stage distillation designs a weight-decay strategy while utilizing a teacher's intermediate feature and final logits with both visible and invisible keypoints to supervise the student from scratch. The second stage distills the student model itself to further improve performance. Different from the previous self-knowledge distillation, this stage finetunes the student's head with only 20% training time as a plug-and-play training strategy. For data limitations, we explore the UBody dataset that contains diverse facial expressions and hand gestures for real-life applications. Comprehensive experiments show the superiority of our proposed simple yet effective methods. We achieve new state-of-the-art performance on COCO-WholeBody, significantly boosting the whole-body AP of RTMPose-l from 64.8% to 66.5%, even surpassing RTMPose-x teacher with 65.3% AP. We release a series of models with different sizes, from tiny to large, for satisfying various downstream tasks. Our codes and models are available at https://github.com/IDEA-Research/DWPose.
Joint Multi-Person Body Detection and Orientation Estimation via One Unified Embedding
Human body orientation estimation (HBOE) is widely applied into various applications, including robotics, surveillance, pedestrian analysis and autonomous driving. Although many approaches have been addressing the HBOE problem from specific under-controlled scenes to challenging in-the-wild environments, they assume human instances are already detected and take a well cropped sub-image as the input. This setting is less efficient and prone to errors in real application, such as crowds of people. In the paper, we propose a single-stage end-to-end trainable framework for tackling the HBOE problem with multi-persons. By integrating the prediction of bounding boxes and direction angles in one embedding, our method can jointly estimate the location and orientation of all bodies in one image directly. Our key idea is to integrate the HBOE task into the multi-scale anchor channel predictions of persons for concurrently benefiting from engaged intermediate features. Therefore, our approach can naturally adapt to difficult instances involving low resolution and occlusion as in object detection. We validated the efficiency and effectiveness of our method in the recently presented benchmark MEBOW with extensive experiments. Besides, we completed ambiguous instances ignored by the MEBOW dataset, and provided corresponding weak body-orientation labels to keep the integrity and consistency of it for supporting studies toward multi-persons. Our work is available at https://github.com/hnuzhy/JointBDOE.
Exploring the Zero-Shot Capabilities of Vision-Language Models for Improving Gaze Following
Contextual cues related to a person's pose and interactions with objects and other people in the scene can provide valuable information for gaze following. While existing methods have focused on dedicated cue extraction methods, in this work we investigate the zero-shot capabilities of Vision-Language Models (VLMs) for extracting a wide array of contextual cues to improve gaze following performance. We first evaluate various VLMs, prompting strategies, and in-context learning (ICL) techniques for zero-shot cue recognition performance. We then use these insights to extract contextual cues for gaze following, and investigate their impact when incorporated into a state of the art model for the task. Our analysis indicates that BLIP-2 is the overall top performing VLM and that ICL can improve performance. We also observe that VLMs are sensitive to the choice of the text prompt although ensembling over multiple text prompts can provide more robust performance. Additionally, we discover that using the entire image along with an ellipse drawn around the target person is the most effective strategy for visual prompting. For gaze following, incorporating the extracted cues results in better generalization performance, especially when considering a larger set of cues, highlighting the potential of this approach.
DOPE: Distillation Of Part Experts for whole-body 3D pose estimation in the wild
We introduce DOPE, the first method to detect and estimate whole-body 3D human poses, including bodies, hands and faces, in the wild. Achieving this level of details is key for a number of applications that require understanding the interactions of the people with each other or with the environment. The main challenge is the lack of in-the-wild data with labeled whole-body 3D poses. In previous work, training data has been annotated or generated for simpler tasks focusing on bodies, hands or faces separately. In this work, we propose to take advantage of these datasets to train independent experts for each part, namely a body, a hand and a face expert, and distill their knowledge into a single deep network designed for whole-body 2D-3D pose detection. In practice, given a training image with partial or no annotation, each part expert detects its subset of keypoints in 2D and 3D and the resulting estimations are combined to obtain whole-body pseudo ground-truth poses. A distillation loss encourages the whole-body predictions to mimic the experts' outputs. Our results show that this approach significantly outperforms the same whole-body model trained without distillation while staying close to the performance of the experts. Importantly, DOPE is computationally less demanding than the ensemble of experts and can achieve real-time performance. Test code and models are available at https://europe.naverlabs.com/research/computer-vision/dope.
PoseFix: Correcting 3D Human Poses with Natural Language
Automatically producing instructions to modify one's posture could open the door to endless applications, such as personalized coaching and in-home physical therapy. Tackling the reverse problem (i.e., refining a 3D pose based on some natural language feedback) could help for assisted 3D character animation or robot teaching, for instance. Although a few recent works explore the connections between natural language and 3D human pose, none focus on describing 3D body pose differences. In this paper, we tackle the problem of correcting 3D human poses with natural language. To this end, we introduce the PoseFix dataset, which consists of several thousand paired 3D poses and their corresponding text feedback, that describe how the source pose needs to be modified to obtain the target pose. We demonstrate the potential of this dataset on two tasks: (1) text-based pose editing, that aims at generating corrected 3D body poses given a query pose and a text modifier; and (2) correctional text generation, where instructions are generated based on the differences between two body poses.
CAPE: A CLIP-Aware Pointing Ensemble of Complementary Heatmap Cues for Embodied Reference Understanding
We address the problem of Embodied Reference Understanding, which involves predicting the object that a person in the scene is referring to through both pointing gesture and language. Accurately identifying the referent requires multimodal understanding: integrating textual instructions, visual pointing, and scene context. However, existing methods often struggle to effectively leverage visual clues for disambiguation. We also observe that, while the referent is often aligned with the head-to-fingertip line, it occasionally aligns more closely with the wrist-to-fingertip line. Therefore, relying on a single line assumption can be overly simplistic and may lead to suboptimal performance. To address this, we propose a dual-model framework, where one model learns from the head-to-fingertip direction and the other from the wrist-to-fingertip direction. We further introduce a Gaussian ray heatmap representation of these lines and use them as input to provide a strong supervisory signal that encourages the model to better attend to pointing cues. To combine the strengths of both models, we present the CLIP-Aware Pointing Ensemble module, which performs a hybrid ensemble based on CLIP features. Additionally, we propose an object center prediction head as an auxiliary task to further enhance referent localization. We validate our approach through extensive experiments and analysis on the benchmark YouRefIt dataset, achieving an improvement of approximately 4 mAP at the 0.25 IoU threshold.
Detecting Human-Object Contact in Images
Humans constantly contact objects to move and perform tasks. Thus, detecting human-object contact is important for building human-centered artificial intelligence. However, there exists no robust method to detect contact between the body and the scene from an image, and there exists no dataset to learn such a detector. We fill this gap with HOT ("Human-Object conTact"), a new dataset of human-object contacts for images. To build HOT, we use two data sources: (1) We use the PROX dataset of 3D human meshes moving in 3D scenes, and automatically annotate 2D image areas for contact via 3D mesh proximity and projection. (2) We use the V-COCO, HAKE and Watch-n-Patch datasets, and ask trained annotators to draw polygons for the 2D image areas where contact takes place. We also annotate the involved body part of the human body. We use our HOT dataset to train a new contact detector, which takes a single color image as input, and outputs 2D contact heatmaps as well as the body-part labels that are in contact. This is a new and challenging task that extends current foot-ground or hand-object contact detectors to the full generality of the whole body. The detector uses a part-attention branch to guide contact estimation through the context of the surrounding body parts and scene. We evaluate our detector extensively, and quantitative results show that our model outperforms baselines, and that all components contribute to better performance. Results on images from an online repository show reasonable detections and generalizability.
RTMW: Real-Time Multi-Person 2D and 3D Whole-body Pose Estimation
Whole-body pose estimation is a challenging task that requires simultaneous prediction of keypoints for the body, hands, face, and feet. Whole-body pose estimation aims to predict fine-grained pose information for the human body, including the face, torso, hands, and feet, which plays an important role in the study of human-centric perception and generation and in various applications. In this work, we present RTMW (Real-Time Multi-person Whole-body pose estimation models), a series of high-performance models for 2D/3D whole-body pose estimation. We incorporate RTMPose model architecture with FPN and HEM (Hierarchical Encoding Module) to better capture pose information from different body parts with various scales. The model is trained with a rich collection of open-source human keypoint datasets with manually aligned annotations and further enhanced via a two-stage distillation strategy. RTMW demonstrates strong performance on multiple whole-body pose estimation benchmarks while maintaining high inference efficiency and deployment friendliness. We release three sizes: m/l/x, with RTMW-l achieving a 70.2 mAP on the COCO-Wholebody benchmark, making it the first open-source model to exceed 70 mAP on this benchmark. Meanwhile, we explored the performance of RTMW in the task of 3D whole-body pose estimation, conducting image-based monocular 3D whole-body pose estimation in a coordinate classification manner. We hope this work can benefit both academic research and industrial applications. The code and models have been made publicly available at: https://github.com/open-mmlab/mmpose/tree/main/projects/rtmpose
FinePOSE: Fine-Grained Prompt-Driven 3D Human Pose Estimation via Diffusion Models
The 3D Human Pose Estimation (3D HPE) task uses 2D images or videos to predict human joint coordinates in 3D space. Despite recent advancements in deep learning-based methods, they mostly ignore the capability of coupling accessible texts and naturally feasible knowledge of humans, missing out on valuable implicit supervision to guide the 3D HPE task. Moreover, previous efforts often study this task from the perspective of the whole human body, neglecting fine-grained guidance hidden in different body parts. To this end, we present a new Fine-Grained Prompt-Driven Denoiser based on a diffusion model for 3D HPE, named FinePOSE. It consists of three core blocks enhancing the reverse process of the diffusion model: (1) Fine-grained Part-aware Prompt learning (FPP) block constructs fine-grained part-aware prompts via coupling accessible texts and naturally feasible knowledge of body parts with learnable prompts to model implicit guidance. (2) Fine-grained Prompt-pose Communication (FPC) block establishes fine-grained communications between learned part-aware prompts and poses to improve the denoising quality. (3) Prompt-driven Timestamp Stylization (PTS) block integrates learned prompt embedding and temporal information related to the noise level to enable adaptive adjustment at each denoising step. Extensive experiments on public single-human pose estimation datasets show that FinePOSE outperforms state-of-the-art methods. We further extend FinePOSE to multi-human pose estimation. Achieving 34.3mm average MPJPE on the EgoHumans dataset demonstrates the potential of FinePOSE to deal with complex multi-human scenarios. Code is available at https://github.com/PKU-ICST-MIPL/FinePOSE_CVPR2024.
PBADet: A One-Stage Anchor-Free Approach for Part-Body Association
The detection of human parts (e.g., hands, face) and their correct association with individuals is an essential task, e.g., for ubiquitous human-machine interfaces and action recognition. Traditional methods often employ multi-stage processes, rely on cumbersome anchor-based systems, or do not scale well to larger part sets. This paper presents PBADet, a novel one-stage, anchor-free approach for part-body association detection. Building upon the anchor-free object representation across multi-scale feature maps, we introduce a singular part-to-body center offset that effectively encapsulates the relationship between parts and their parent bodies. Our design is inherently versatile and capable of managing multiple parts-to-body associations without compromising on detection accuracy or robustness. Comprehensive experiments on various datasets underscore the efficacy of our approach, which not only outperforms existing state-of-the-art techniques but also offers a more streamlined and efficient solution to the part-body association challenge.
H3WB: Human3.6M 3D WholeBody Dataset and Benchmark
3D human whole-body pose estimation aims to localize precise 3D keypoints on the entire human body, including the face, hands, body, and feet. Due to the lack of a large-scale fully annotated 3D whole-body dataset, a common approach has been to train several deep networks separately on datasets dedicated to specific body parts, and combine them during inference. This approach suffers from complex training and inference pipelines because of the different biases in each dataset used. It also lacks a common benchmark which makes it difficult to compare different methods. To address these issues, we introduce Human3.6M 3D WholeBody (H3WB) which provides whole-body annotations for the Human3.6M dataset using the COCO Wholebody layout. H3WB is a large scale dataset with 133 whole-body keypoint annotations on 100K images, made possible by our new multi-view pipeline. Along with H3WB, we propose 3 tasks: i) 3D whole-body pose lifting from 2D complete whole-body pose, ii) 3D whole-body pose lifting from 2D incomplete whole-body pose, iii) 3D whole-body pose estimation from a single RGB image. We also report several baselines from popular methods for these tasks. The dataset is publicly available at https://github.com/wholebody3d/wholebody3d.
Neural Body Fitting: Unifying Deep Learning and Model-Based Human Pose and Shape Estimation
Direct prediction of 3D body pose and shape remains a challenge even for highly parameterized deep learning models. Mapping from the 2D image space to the prediction space is difficult: perspective ambiguities make the loss function noisy and training data is scarce. In this paper, we propose a novel approach (Neural Body Fitting (NBF)). It integrates a statistical body model within a CNN, leveraging reliable bottom-up semantic body part segmentation and robust top-down body model constraints. NBF is fully differentiable and can be trained using 2D and 3D annotations. In detailed experiments, we analyze how the components of our model affect performance, especially the use of part segmentations as an explicit intermediate representation, and present a robust, efficiently trainable framework for 3D human pose estimation from 2D images with competitive results on standard benchmarks. Code will be made available at http://github.com/mohomran/neural_body_fitting
BEDLAM: A Synthetic Dataset of Bodies Exhibiting Detailed Lifelike Animated Motion
We show, for the first time, that neural networks trained only on synthetic data achieve state-of-the-art accuracy on the problem of 3D human pose and shape (HPS) estimation from real images. Previous synthetic datasets have been small, unrealistic, or lacked realistic clothing. Achieving sufficient realism is non-trivial and we show how to do this for full bodies in motion. Specifically, our BEDLAM dataset contains monocular RGB videos with ground-truth 3D bodies in SMPL-X format. It includes a diversity of body shapes, motions, skin tones, hair, and clothing. The clothing is realistically simulated on the moving bodies using commercial clothing physics simulation. We render varying numbers of people in realistic scenes with varied lighting and camera motions. We then train various HPS regressors using BEDLAM and achieve state-of-the-art accuracy on real-image benchmarks despite training with synthetic data. We use BEDLAM to gain insights into what model design choices are important for accuracy. With good synthetic training data, we find that a basic method like HMR approaches the accuracy of the current SOTA method (CLIFF). BEDLAM is useful for a variety of tasks and all images, ground truth bodies, 3D clothing, support code, and more are available for research purposes. Additionally, we provide detailed information about our synthetic data generation pipeline, enabling others to generate their own datasets. See the project page: https://bedlam.is.tue.mpg.de/.
Versatile Multimodal Controls for Whole-Body Talking Human Animation
Human animation from a single reference image shall be flexible to synthesize whole-body motion for either a headshot or whole-body portrait, where the motions are readily controlled by audio signal and text prompts. This is hard for most existing methods as they only support producing pre-specified head or half-body motion aligned with audio inputs. In this paper, we propose a versatile human animation method, i.e., VersaAnimator, which generates whole-body talking human from arbitrary portrait images, not only driven by audio signal but also flexibly controlled by text prompts. Specifically, we design a text-controlled, audio-driven motion generator that produces whole-body motion representations in 3D synchronized with audio inputs while following textual motion descriptions. To promote natural smooth motion, we propose a code-pose translation module to link VAE codebooks with 2D DWposes extracted from template videos. Moreover, we introduce a multi-modal video diffusion that generates photorealistic human animation from a reference image according to both audio inputs and whole-body motion representations. Extensive experiments show that VersaAnimator outperforms existing methods in visual quality, identity preservation, and audio-lip synchronization.
BPJDet: Extended Object Representation for Generic Body-Part Joint Detection
Detection of human body and its parts (e.g., head or hands) has been intensively studied. However, most of these CNNs-based detectors are trained independently, making it difficult to associate detected parts with body. In this paper, we focus on the joint detection of human body and its corresponding parts. Specifically, we propose a novel extended object representation integrating center-offsets of body parts, and construct a dense one-stage generic Body-Part Joint Detector (BPJDet). In this way, body-part associations are neatly embedded in a unified object representation containing both semantic and geometric contents. Therefore, we can perform multi-loss optimizations to tackle multi-tasks synergistically. BPJDet does not suffer from error-prone post matching, and keeps a better trade-off between speed and accuracy. Furthermore, BPJDet can be generalized to detect any one or more body parts. To verify the superiority of BPJDet, we conduct experiments on three body-part datasets (CityPersons, CrowdHuman and BodyHands) and one body-parts dataset COCOHumanParts. While keeping high detection accuracy, BPJDet achieves state-of-the-art association performance on all datasets comparing with its counterparts. Besides, we show benefits of advanced body-part association capability by improving performance of two representative downstream applications: accurate crowd head detection and hand contact estimation. Code is released in https://github.com/hnuzhy/BPJDet.
Human Pose Driven Object Effects Recommendation
In this paper, we research the new topic of object effects recommendation in micro-video platforms, which is a challenging but important task for many practical applications such as advertisement insertion. To avoid the problem of introducing background bias caused by directly learning video content from image frames, we propose to utilize the meaningful body language hidden in 3D human pose for recommendation. To this end, in this work, a novel human pose driven object effects recommendation network termed PoseRec is introduced. PoseRec leverages the advantages of 3D human pose detection and learns information from multi-frame 3D human pose for video-item registration, resulting in high quality object effects recommendation performance. Moreover, to solve the inherent ambiguity and sparsity issues that exist in object effects recommendation, we further propose a novel item-aware implicit prototype learning module and a novel pose-aware transductive hard-negative mining module to better learn pose-item relationships. What's more, to benchmark methods for the new research topic, we build a new dataset for object effects recommendation named Pose-OBE. Extensive experiments on Pose-OBE demonstrate that our method can achieve superior performance than strong baselines.
Live Speech Portraits: Real-Time Photorealistic Talking-Head Animation
To the best of our knowledge, we first present a live system that generates personalized photorealistic talking-head animation only driven by audio signals at over 30 fps. Our system contains three stages. The first stage is a deep neural network that extracts deep audio features along with a manifold projection to project the features to the target person's speech space. In the second stage, we learn facial dynamics and motions from the projected audio features. The predicted motions include head poses and upper body motions, where the former is generated by an autoregressive probabilistic model which models the head pose distribution of the target person. Upper body motions are deduced from head poses. In the final stage, we generate conditional feature maps from previous predictions and send them with a candidate image set to an image-to-image translation network to synthesize photorealistic renderings. Our method generalizes well to wild audio and successfully synthesizes high-fidelity personalized facial details, e.g., wrinkles, teeth. Our method also allows explicit control of head poses. Extensive qualitative and quantitative evaluations, along with user studies, demonstrate the superiority of our method over state-of-the-art techniques.
Putting People in their Place: Monocular Regression of 3D People in Depth
Given an image with multiple people, our goal is to directly regress the pose and shape of all the people as well as their relative depth. Inferring the depth of a person in an image, however, is fundamentally ambiguous without knowing their height. This is particularly problematic when the scene contains people of very different sizes, e.g. from infants to adults. To solve this, we need several things. First, we develop a novel method to infer the poses and depth of multiple people in a single image. While previous work that estimates multiple people does so by reasoning in the image plane, our method, called BEV, adds an additional imaginary Bird's-Eye-View representation to explicitly reason about depth. BEV reasons simultaneously about body centers in the image and in depth and, by combing these, estimates 3D body position. Unlike prior work, BEV is a single-shot method that is end-to-end differentiable. Second, height varies with age, making it impossible to resolve depth without also estimating the age of people in the image. To do so, we exploit a 3D body model space that lets BEV infer shapes from infants to adults. Third, to train BEV, we need a new dataset. Specifically, we create a "Relative Human" (RH) dataset that includes age labels and relative depth relationships between the people in the images. Extensive experiments on RH and AGORA demonstrate the effectiveness of the model and training scheme. BEV outperforms existing methods on depth reasoning, child shape estimation, and robustness to occlusion. The code and dataset are released for research purposes.
SINC: Spatial Composition of 3D Human Motions for Simultaneous Action Generation
Our goal is to synthesize 3D human motions given textual inputs describing simultaneous actions, for example 'waving hand' while 'walking' at the same time. We refer to generating such simultaneous movements as performing 'spatial compositions'. In contrast to temporal compositions that seek to transition from one action to another, spatial compositing requires understanding which body parts are involved in which action, to be able to move them simultaneously. Motivated by the observation that the correspondence between actions and body parts is encoded in powerful language models, we extract this knowledge by prompting GPT-3 with text such as "what are the body parts involved in the action <action name>?", while also providing the parts list and few-shot examples. Given this action-part mapping, we combine body parts from two motions together and establish the first automated method to spatially compose two actions. However, training data with compositional actions is always limited by the combinatorics. Hence, we further create synthetic data with this approach, and use it to train a new state-of-the-art text-to-motion generation model, called SINC ("SImultaneous actioN Compositions for 3D human motions"). In our experiments, that training with such GPT-guided synthetic data improves spatial composition generation over baselines. Our code is publicly available at https://sinc.is.tue.mpg.de/.
Detecting Arbitrary Keypoints on Limbs and Skis with Sparse Partly Correct Segmentation Masks
Analyses based on the body posture are crucial for top-class athletes in many sports disciplines. If at all, coaches label only the most important keypoints, since manual annotations are very costly. This paper proposes a method to detect arbitrary keypoints on the limbs and skis of professional ski jumpers that requires a few, only partly correct segmentation masks during training. Our model is based on the Vision Transformer architecture with a special design for the input tokens to query for the desired keypoints. Since we use segmentation masks only to generate ground truth labels for the freely selectable keypoints, partly correct segmentation masks are sufficient for our training procedure. Hence, there is no need for costly hand-annotated segmentation masks. We analyze different training techniques for freely selected and standard keypoints, including pseudo labels, and show in our experiments that only a few partly correct segmentation masks are sufficient for learning to detect arbitrary keypoints on limbs and skis.
GestureDiffuCLIP: Gesture Diffusion Model with CLIP Latents
The automatic generation of stylized co-speech gestures has recently received increasing attention. Previous systems typically allow style control via predefined text labels or example motion clips, which are often not flexible enough to convey user intent accurately. In this work, we present GestureDiffuCLIP, a neural network framework for synthesizing realistic, stylized co-speech gestures with flexible style control. We leverage the power of the large-scale Contrastive-Language-Image-Pre-training (CLIP) model and present a novel CLIP-guided mechanism that extracts efficient style representations from multiple input modalities, such as a piece of text, an example motion clip, or a video. Our system learns a latent diffusion model to generate high-quality gestures and infuses the CLIP representations of style into the generator via an adaptive instance normalization (AdaIN) layer. We further devise a gesture-transcript alignment mechanism that ensures a semantically correct gesture generation based on contrastive learning. Our system can also be extended to allow fine-grained style control of individual body parts. We demonstrate an extensive set of examples showing the flexibility and generalizability of our model to a variety of style descriptions. In a user study, we show that our system outperforms the state-of-the-art approaches regarding human likeness, appropriateness, and style correctness.
Leveraging Anthropometric Measurements to Improve Human Mesh Estimation and Ensure Consistent Body Shapes
The basic body shape (i.e., the body shape in T-pose) of a person does not change within a single video. However, most SOTA human mesh estimation (HME) models output a slightly different, thus inconsistent basic body shape for each video frame. Furthermore, we find that SOTA 3D human pose estimation (HPE) models outperform HME models regarding the precision of the estimated 3D keypoint positions. We solve the problem of inconsistent body shapes by leveraging anthropometric measurements like taken by tailors from humans. We create a model called A2B that converts given anthropometric measurements to basic body shape parameters of human mesh models. We obtain superior and consistent human meshes by combining the A2B model results with the keypoints of 3D HPE models using inverse kinematics. We evaluate our approach on challenging datasets like ASPset or fit3D, where we can lower the MPJPE by over 30 mm compared to SOTA HME models. Further, replacing estimates of the body shape parameters from existing HME models with A2B results not only increases the performance of these HME models, but also guarantees consistent body shapes.
DeeperCut: A Deeper, Stronger, and Faster Multi-Person Pose Estimation Model
The goal of this paper is to advance the state-of-the-art of articulated pose estimation in scenes with multiple people. To that end we contribute on three fronts. We propose (1) improved body part detectors that generate effective bottom-up proposals for body parts; (2) novel image-conditioned pairwise terms that allow to assemble the proposals into a variable number of consistent body part configurations; and (3) an incremental optimization strategy that explores the search space more efficiently thus leading both to better performance and significant speed-up factors. Evaluation is done on two single-person and two multi-person pose estimation benchmarks. The proposed approach significantly outperforms best known multi-person pose estimation results while demonstrating competitive performance on the task of single person pose estimation. Models and code available at http://pose.mpi-inf.mpg.de
Multi-HMR: Multi-Person Whole-Body Human Mesh Recovery in a Single Shot
We present Multi-HMR, a strong sigle-shot model for multi-person 3D human mesh recovery from a single RGB image. Predictions encompass the whole body, i.e., including hands and facial expressions, using the SMPL-X parametric model and 3D location in the camera coordinate system. Our model detects people by predicting coarse 2D heatmaps of person locations, using features produced by a standard Vision Transformer (ViT) backbone. It then predicts their whole-body pose, shape and 3D location using a new cross-attention module called the Human Prediction Head (HPH), with one query attending to the entire set of features for each detected person. As direct prediction of fine-grained hands and facial poses in a single shot, i.e., without relying on explicit crops around body parts, is hard to learn from existing data, we introduce CUFFS, the Close-Up Frames of Full-Body Subjects dataset, containing humans close to the camera with diverse hand poses. We show that incorporating it into the training data further enhances predictions, particularly for hands. Multi-HMR also optionally accounts for camera intrinsics, if available, by encoding camera ray directions for each image token. This simple design achieves strong performance on whole-body and body-only benchmarks simultaneously: a ViT-S backbone on 448{times}448 images already yields a fast and competitive model, while larger models and higher resolutions obtain state-of-the-art results.
EMAGE: Towards Unified Holistic Co-Speech Gesture Generation via Expressive Masked Audio Gesture Modeling
We propose EMAGE, a framework to generate full-body human gestures from audio and masked gestures, encompassing facial, local body, hands, and global movements. To achieve this, we first introduce BEAT2 (BEAT-SMPLX-FLAME), a new mesh-level holistic co-speech dataset. BEAT2 combines MoShed SMPLX body with FLAME head parameters and further refines the modeling of head, neck, and finger movements, offering a community-standardized, high-quality 3D motion captured dataset. EMAGE leverages masked body gesture priors during training to boost inference performance. It involves a Masked Audio Gesture Transformer, facilitating joint training on audio-to-gesture generation and masked gesture reconstruction to effectively encode audio and body gesture hints. Encoded body hints from masked gestures are then separately employed to generate facial and body movements. Moreover, EMAGE adaptively merges speech features from the audio's rhythm and content and utilizes four compositional VQ-VAEs to enhance the results' fidelity and diversity. Experiments demonstrate that EMAGE generates holistic gestures with state-of-the-art performance and is flexible in accepting predefined spatial-temporal gesture inputs, generating complete, audio-synchronized results. Our code and dataset are available at https://pantomatrix.github.io/EMAGE/
Learning Complex Non-Rigid Image Edits from Multimodal Conditioning
In this paper we focus on inserting a given human (specifically, a single image of a person) into a novel scene. Our method, which builds on top of Stable Diffusion, yields natural looking images while being highly controllable with text and pose. To accomplish this we need to train on pairs of images, the first a reference image with the person, the second a "target image" showing the same person (with a different pose and possibly in a different background). Additionally we require a text caption describing the new pose relative to that in the reference image. In this paper we present a novel dataset following this criteria, which we create using pairs of frames from human-centric and action-rich videos and employing a multimodal LLM to automatically summarize the difference in human pose for the text captions. We demonstrate that identity preservation is a more challenging task in scenes "in-the-wild", and especially scenes where there is an interaction between persons and objects. Combining the weak supervision from noisy captions, with robust 2D pose improves the quality of person-object interactions.
HumanTOMATO: Text-aligned Whole-body Motion Generation
This work targets a novel text-driven whole-body motion generation task, which takes a given textual description as input and aims at generating high-quality, diverse, and coherent facial expressions, hand gestures, and body motions simultaneously. Previous works on text-driven motion generation tasks mainly have two limitations: they ignore the key role of fine-grained hand and face controlling in vivid whole-body motion generation, and lack a good alignment between text and motion. To address such limitations, we propose a Text-aligned whOle-body Motion generATiOn framework, named HumanTOMATO, which is the first attempt to our knowledge towards applicable holistic motion generation in this research area. To tackle this challenging task, our solution includes two key designs: (1) a Holistic Hierarchical VQ-VAE (aka H^2VQ) and a Hierarchical-GPT for fine-grained body and hand motion reconstruction and generation with two structured codebooks; and (2) a pre-trained text-motion-alignment model to help generated motion align with the input textual description explicitly. Comprehensive experiments verify that our model has significant advantages in both the quality of generated motions and their alignment with text.
Motion-X: A Large-scale 3D Expressive Whole-body Human Motion Dataset
In this paper, we present Motion-X, a large-scale 3D expressive whole-body motion dataset. Existing motion datasets predominantly contain body-only poses, lacking facial expressions, hand gestures, and fine-grained pose descriptions. Moreover, they are primarily collected from limited laboratory scenes with textual descriptions manually labeled, which greatly limits their scalability. To overcome these limitations, we develop a whole-body motion and text annotation pipeline, which can automatically annotate motion from either single- or multi-view videos and provide comprehensive semantic labels for each video and fine-grained whole-body pose descriptions for each frame. This pipeline is of high precision, cost-effective, and scalable for further research. Based on it, we construct Motion-X, which comprises 13.7M precise 3D whole-body pose annotations (i.e., SMPL-X) covering 96K motion sequences from massive scenes. Besides, Motion-X provides 13.7M frame-level whole-body pose descriptions and 96K sequence-level semantic labels. Comprehensive experiments demonstrate the accuracy of the annotation pipeline and the significant benefit of Motion-X in enhancing expressive, diverse, and natural motion generation, as well as 3D whole-body human mesh recovery.
Towards Social AI: A Survey on Understanding Social Interactions
Social interactions form the foundation of human societies. Artificial intelligence has made significant progress in certain areas, but enabling machines to seamlessly understand social interactions remains an open challenge. It is important to address this gap by endowing machines with social capabilities. We identify three key capabilities needed for effective social understanding: 1) understanding multimodal social cues, 2) understanding multi-party dynamics, and 3) understanding beliefs. Building upon these foundations, we classify and review existing machine learning works on social understanding from the perspectives of verbal, non-verbal, and multimodal social cues. The verbal branch focuses on understanding linguistic signals such as speaker intent, dialogue sentiment, and commonsense reasoning. The non-verbal branch addresses techniques for perceiving social meaning from visual behaviors such as body gestures, gaze patterns, and facial expressions. The multimodal branch covers approaches that integrate verbal and non-verbal multimodal cues to holistically interpret social interactions such as recognizing emotions, conversational dynamics, and social situations. By reviewing the scope and limitations of current approaches and benchmarks, we aim to clarify the development trajectory and illuminate the path towards more comprehensive intelligence for social understanding. We hope this survey will spur further research interest and insights into this area.
VGFlow: Visibility guided Flow Network for Human Reposing
The task of human reposing involves generating a realistic image of a person standing in an arbitrary conceivable pose. There are multiple difficulties in generating perceptually accurate images, and existing methods suffer from limitations in preserving texture, maintaining pattern coherence, respecting cloth boundaries, handling occlusions, manipulating skin generation, etc. These difficulties are further exacerbated by the fact that the possible space of pose orientation for humans is large and variable, the nature of clothing items is highly non-rigid, and the diversity in body shape differs largely among the population. To alleviate these difficulties and synthesize perceptually accurate images, we propose VGFlow. Our model uses a visibility-guided flow module to disentangle the flow into visible and invisible parts of the target for simultaneous texture preservation and style manipulation. Furthermore, to tackle distinct body shapes and avoid network artifacts, we also incorporate a self-supervised patch-wise "realness" loss to improve the output. VGFlow achieves state-of-the-art results as observed qualitatively and quantitatively on different image quality metrics (SSIM, LPIPS, FID).
Look Ma, no markers: holistic performance capture without the hassle
We tackle the problem of highly-accurate, holistic performance capture for the face, body and hands simultaneously. Motion-capture technologies used in film and game production typically focus only on face, body or hand capture independently, involve complex and expensive hardware and a high degree of manual intervention from skilled operators. While machine-learning-based approaches exist to overcome these problems, they usually only support a single camera, often operate on a single part of the body, do not produce precise world-space results, and rarely generalize outside specific contexts. In this work, we introduce the first technique for marker-free, high-quality reconstruction of the complete human body, including eyes and tongue, without requiring any calibration, manual intervention or custom hardware. Our approach produces stable world-space results from arbitrary camera rigs as well as supporting varied capture environments and clothing. We achieve this through a hybrid approach that leverages machine learning models trained exclusively on synthetic data and powerful parametric models of human shape and motion. We evaluate our method on a number of body, face and hand reconstruction benchmarks and demonstrate state-of-the-art results that generalize on diverse datasets.
EgoExo-Fitness: Towards Egocentric and Exocentric Full-Body Action Understanding
We present EgoExo-Fitness, a new full-body action understanding dataset, featuring fitness sequence videos recorded from synchronized egocentric and fixed exocentric (third-person) cameras. Compared with existing full-body action understanding datasets, EgoExo-Fitness not only contains videos from first-person perspectives, but also provides rich annotations. Specifically, two-level temporal boundaries are provided to localize single action videos along with sub-steps of each action. More importantly, EgoExo-Fitness introduces innovative annotations for interpretable action judgement--including technical keypoint verification, natural language comments on action execution, and action quality scores. Combining all of these, EgoExo-Fitness provides new resources to study egocentric and exocentric full-body action understanding across dimensions of "what", "when", and "how well". To facilitate research on egocentric and exocentric full-body action understanding, we construct benchmarks on a suite of tasks (i.e., action classification, action localization, cross-view sequence verification, cross-view skill determination, and a newly proposed task of guidance-based execution verification), together with detailed analysis. Code and data will be available at https://github.com/iSEE-Laboratory/EgoExo-Fitness/tree/main.
Muscles in Action
Human motion is created by, and constrained by, our muscles. We take a first step at building computer vision methods that represent the internal muscle activity that causes motion. We present a new dataset, Muscles in Action (MIA), to learn to incorporate muscle activity into human motion representations. The dataset consists of 12.5 hours of synchronized video and surface electromyography (sEMG) data of 10 subjects performing various exercises. Using this dataset, we learn a bidirectional representation that predicts muscle activation from video, and conversely, reconstructs motion from muscle activation. We evaluate our model on in-distribution subjects and exercises, as well as on out-of-distribution subjects and exercises. We demonstrate how advances in modeling both modalities jointly can serve as conditioning for muscularly consistent motion generation. Putting muscles into computer vision systems will enable richer models of virtual humans, with applications in sports, fitness, and AR/VR.
PoseScript: Linking 3D Human Poses and Natural Language
Natural language plays a critical role in many computer vision applications, such as image captioning, visual question answering, and cross-modal retrieval, to provide fine-grained semantic information. Unfortunately, while human pose is key to human understanding, current 3D human pose datasets lack detailed language descriptions. To address this issue, we have introduced the PoseScript dataset. This dataset pairs more than six thousand 3D human poses from AMASS with rich human-annotated descriptions of the body parts and their spatial relationships. Additionally, to increase the size of the dataset to a scale that is compatible with data-hungry learning algorithms, we have proposed an elaborate captioning process that generates automatic synthetic descriptions in natural language from given 3D keypoints. This process extracts low-level pose information, known as "posecodes", using a set of simple but generic rules on the 3D keypoints. These posecodes are then combined into higher level textual descriptions using syntactic rules. With automatic annotations, the amount of available data significantly scales up (100k), making it possible to effectively pretrain deep models for finetuning on human captions. To showcase the potential of annotated poses, we present three multi-modal learning tasks that utilize the PoseScript dataset. Firstly, we develop a pipeline that maps 3D poses and textual descriptions into a joint embedding space, allowing for cross-modal retrieval of relevant poses from large-scale datasets. Secondly, we establish a baseline for a text-conditioned model generating 3D poses. Thirdly, we present a learned process for generating pose descriptions. These applications demonstrate the versatility and usefulness of annotated poses in various tasks and pave the way for future research in the field.
MyoDex: A Generalizable Prior for Dexterous Manipulation
Human dexterity is a hallmark of motor control. Our hands can rapidly synthesize new behaviors despite the complexity (multi-articular and multi-joints, with 23 joints controlled by more than 40 muscles) of musculoskeletal sensory-motor circuits. In this work, we take inspiration from how human dexterity builds on a diversity of prior experiences, instead of being acquired through a single task. Motivated by this observation, we set out to develop agents that can build upon their previous experience to quickly acquire new (previously unattainable) behaviors. Specifically, our approach leverages multi-task learning to implicitly capture task-agnostic behavioral priors (MyoDex) for human-like dexterity, using a physiologically realistic human hand model - MyoHand. We demonstrate MyoDex's effectiveness in few-shot generalization as well as positive transfer to a large repertoire of unseen dexterous manipulation tasks. Agents leveraging MyoDex can solve approximately 3x more tasks, and 4x faster in comparison to a distillation baseline. While prior work has synthesized single musculoskeletal control behaviors, MyoDex is the first generalizable manipulation prior that catalyzes the learning of dexterous physiological control across a large variety of contact-rich behaviors. We also demonstrate the effectiveness of our paradigms beyond musculoskeletal control towards the acquisition of dexterity in 24 DoF Adroit Hand. Website: https://sites.google.com/view/myodex
Human Pose-Constrained UV Map Estimation
UV map estimation is used in computer vision for detailed analysis of human posture or activity. Previous methods assign pixels to body model vertices by comparing pixel descriptors independently, without enforcing global coherence or plausibility in the UV map. We propose Pose-Constrained Continuous Surface Embeddings (PC-CSE), which integrates estimated 2D human pose into the pixel-to-vertex assignment process. The pose provides global anatomical constraints, ensuring that UV maps remain coherent while preserving local precision. Evaluation on DensePose COCO demonstrates consistent improvement, regardless of the chosen 2D human pose model. Whole-body poses offer better constraints by incorporating additional details about the hands and feet. Conditioning UV maps with human pose reduces invalid mappings and enhances anatomical plausibility. In addition, we highlight inconsistencies in the ground-truth annotations.
Learning Temporal 3D Human Pose Estimation with Pseudo-Labels
We present a simple, yet effective, approach for self-supervised 3D human pose estimation. Unlike the prior work, we explore the temporal information next to the multi-view self-supervision. During training, we rely on triangulating 2D body pose estimates of a multiple-view camera system. A temporal convolutional neural network is trained with the generated 3D ground-truth and the geometric multi-view consistency loss, imposing geometrical constraints on the predicted 3D body skeleton. During inference, our model receives a sequence of 2D body pose estimates from a single-view to predict the 3D body pose for each of them. An extensive evaluation shows that our method achieves state-of-the-art performance in the Human3.6M and MPI-INF-3DHP benchmarks. Our code and models are publicly available at https://github.com/vru2020/TM_HPE/.
Conversational Analysis of Daily Dialog Data using Polite Emotional Dialogue Acts
Many socio-linguistic cues are used in conversational analysis, such as emotion, sentiment, and dialogue acts. One of the fundamental cues is politeness, which linguistically possesses properties such as social manners useful in conversational analysis. This article presents findings of polite emotional dialogue act associations, where we can correlate the relationships between the socio-linguistic cues. We confirm our hypothesis that the utterances with the emotion classes Anger and Disgust are more likely to be impolite. At the same time, Happiness and Sadness are more likely to be polite. A less expectable phenomenon occurs with dialogue acts Inform and Commissive which contain more polite utterances than Question and Directive. Finally, we conclude on the future work of these findings to extend the learning of social behaviours using politeness.
First Session Adaptation: A Strong Replay-Free Baseline for Class-Incremental Learning
In Class-Incremental Learning (CIL) an image classification system is exposed to new classes in each learning session and must be updated incrementally. Methods approaching this problem have updated both the classification head and the feature extractor body at each session of CIL. In this work, we develop a baseline method, First Session Adaptation (FSA), that sheds light on the efficacy of existing CIL approaches and allows us to assess the relative performance contributions from head and body adaption. FSA adapts a pre-trained neural network body only on the first learning session and fixes it thereafter; a head based on linear discriminant analysis (LDA), is then placed on top of the adapted body, allowing exact updates through CIL. FSA is replay-free i.e.~it does not memorize examples from previous sessions of continual learning. To empirically motivate FSA, we first consider a diverse selection of 22 image-classification datasets, evaluating different heads and body adaptation techniques in high/low-shot offline settings. We find that the LDA head performs well and supports CIL out-of-the-box. We also find that Featurewise Layer Modulation (FiLM) adapters are highly effective in the few-shot setting, and full-body adaption in the high-shot setting. Second, we empirically investigate various CIL settings including high-shot CIL and few-shot CIL, including settings that have previously been used in the literature. We show that FSA significantly improves over the state-of-the-art in 15 of the 16 settings considered. FSA with FiLM adapters is especially performant in the few-shot setting. These results indicate that current approaches to continuous body adaptation are not working as expected. Finally, we propose a measure that can be applied to a set of unlabelled inputs which is predictive of the benefits of body adaptation.
All Keypoints You Need: Detecting Arbitrary Keypoints on the Body of Triple, High, and Long Jump Athletes
Performance analyses based on videos are commonly used by coaches of athletes in various sports disciplines. In individual sports, these analyses mainly comprise the body posture. This paper focuses on the disciplines of triple, high, and long jump, which require fine-grained locations of the athlete's body. Typical human pose estimation datasets provide only a very limited set of keypoints, which is not sufficient in this case. Therefore, we propose a method to detect arbitrary keypoints on the whole body of the athlete by leveraging the limited set of annotated keypoints and auto-generated segmentation masks of body parts. Evaluations show that our model is capable of detecting keypoints on the head, torso, hands, feet, arms, and legs, including also bent elbows and knees. We analyze and compare different techniques to encode desired keypoints as the model's input and their embedding for the Transformer backbone.
Digitizing Touch with an Artificial Multimodal Fingertip
Touch is a crucial sensing modality that provides rich information about object properties and interactions with the physical environment. Humans and robots both benefit from using touch to perceive and interact with the surrounding environment (Johansson and Flanagan, 2009; Li et al., 2020; Calandra et al., 2017). However, no existing systems provide rich, multi-modal digital touch-sensing capabilities through a hemispherical compliant embodiment. Here, we describe several conceptual and technological innovations to improve the digitization of touch. These advances are embodied in an artificial finger-shaped sensor with advanced sensing capabilities. Significantly, this fingertip contains high-resolution sensors (~8.3 million taxels) that respond to omnidirectional touch, capture multi-modal signals, and use on-device artificial intelligence to process the data in real time. Evaluations show that the artificial fingertip can resolve spatial features as small as 7 um, sense normal and shear forces with a resolution of 1.01 mN and 1.27 mN, respectively, perceive vibrations up to 10 kHz, sense heat, and even sense odor. Furthermore, it embeds an on-device AI neural network accelerator that acts as a peripheral nervous system on a robot and mimics the reflex arc found in humans. These results demonstrate the possibility of digitizing touch with superhuman performance. The implications are profound, and we anticipate potential applications in robotics (industrial, medical, agricultural, and consumer-level), virtual reality and telepresence, prosthetics, and e-commerce. Toward digitizing touch at scale, we open-source a modular platform to facilitate future research on the nature of touch.
Emotional Speech-driven 3D Body Animation via Disentangled Latent Diffusion
Existing methods for synthesizing 3D human gestures from speech have shown promising results, but they do not explicitly model the impact of emotions on the generated gestures. Instead, these methods directly output animations from speech without control over the expressed emotion. To address this limitation, we present AMUSE, an emotional speech-driven body animation model based on latent diffusion. Our observation is that content (i.e., gestures related to speech rhythm and word utterances), emotion, and personal style are separable. To account for this, AMUSE maps the driving audio to three disentangled latent vectors: one for content, one for emotion, and one for personal style. A latent diffusion model, trained to generate gesture motion sequences, is then conditioned on these latent vectors. Once trained, AMUSE synthesizes 3D human gestures directly from speech with control over the expressed emotions and style by combining the content from the driving speech with the emotion and style of another speech sequence. Randomly sampling the noise of the diffusion model further generates variations of the gesture with the same emotional expressivity. Qualitative, quantitative, and perceptual evaluations demonstrate that AMUSE outputs realistic gesture sequences. Compared to the state of the art, the generated gestures are better synchronized with the speech content and better represent the emotion expressed by the input speech. Our project website is amuse.is.tue.mpg.de.
Generative Action Description Prompts for Skeleton-based Action Recognition
Skeleton-based action recognition has recently received considerable attention. Current approaches to skeleton-based action recognition are typically formulated as one-hot classification tasks and do not fully exploit the semantic relations between actions. For example, "make victory sign" and "thumb up" are two actions of hand gestures, whose major difference lies in the movement of hands. This information is agnostic from the categorical one-hot encoding of action classes but could be unveiled from the action description. Therefore, utilizing action description in training could potentially benefit representation learning. In this work, we propose a Generative Action-description Prompts (GAP) approach for skeleton-based action recognition. More specifically, we employ a pre-trained large-scale language model as the knowledge engine to automatically generate text descriptions for body parts movements of actions, and propose a multi-modal training scheme by utilizing the text encoder to generate feature vectors for different body parts and supervise the skeleton encoder for action representation learning. Experiments show that our proposed GAP method achieves noticeable improvements over various baseline models without extra computation cost at inference. GAP achieves new state-of-the-arts on popular skeleton-based action recognition benchmarks, including NTU RGB+D, NTU RGB+D 120 and NW-UCLA. The source code is available at https://github.com/MartinXM/GAP.
A Unified Framework for Multimodal, Multi-Part Human Motion Synthesis
The field has made significant progress in synthesizing realistic human motion driven by various modalities. Yet, the need for different methods to animate various body parts according to different control signals limits the scalability of these techniques in practical scenarios. In this paper, we introduce a cohesive and scalable approach that consolidates multimodal (text, music, speech) and multi-part (hand, torso) human motion generation. Our methodology unfolds in several steps: We begin by quantizing the motions of diverse body parts into separate codebooks tailored to their respective domains. Next, we harness the robust capabilities of pre-trained models to transcode multimodal signals into a shared latent space. We then translate these signals into discrete motion tokens by iteratively predicting subsequent tokens to form a complete sequence. Finally, we reconstruct the continuous actual motion from this tokenized sequence. Our method frames the multimodal motion generation challenge as a token prediction task, drawing from specialized codebooks based on the modality of the control signal. This approach is inherently scalable, allowing for the easy integration of new modalities. Extensive experiments demonstrated the effectiveness of our design, emphasizing its potential for broad application.
meta4: semantically-aligned generation of metaphoric gestures using self-supervised text and speech representation
Image Schemas are repetitive cognitive patterns that influence the way we conceptualize and reason about various concepts present in speech. These patterns are deeply embedded within our cognitive processes and are reflected in our bodily expressions including gestures. Particularly, metaphoric gestures possess essential characteristics and semantic meanings that align with Image Schemas, to visually represent abstract concepts. The shape and form of gestures can convey abstract concepts, such as extending the forearm and hand or tracing a line with hand movements to visually represent the image schema of PATH. Previous behavior generation models have primarily focused on utilizing speech (acoustic features and text) to drive the generation model of virtual agents. They have not considered key semantic information as those carried by Image Schemas to effectively generate metaphoric gestures. To address this limitation, we introduce META4, a deep learning approach that generates metaphoric gestures from both speech and Image Schemas. Our approach has two primary goals: computing Image Schemas from input text to capture the underlying semantic and metaphorical meaning, and generating metaphoric gestures driven by speech and the computed image schemas. Our approach is the first method for generating speech driven metaphoric gestures while leveraging the potential of Image Schemas. We demonstrate the effectiveness of our approach and highlight the importance of both speech and image schemas in modeling metaphoric gestures.
Nymeria: A Massive Collection of Multimodal Egocentric Daily Motion in the Wild
We introduce Nymeria - a large-scale, diverse, richly annotated human motion dataset collected in the wild with multiple multimodal egocentric devices. The dataset comes with a) full-body ground-truth motion; b) multiple multimodal egocentric data from Project Aria devices with videos, eye tracking, IMUs and etc; and c) a third-person perspective by an additional observer. All devices are precisely synchronized and localized in on metric 3D world. We derive hierarchical protocol to add in-context language descriptions of human motion, from fine-grain motion narration, to simplified atomic action and high-level activity summarization. To the best of our knowledge, Nymeria dataset is the world's largest collection of human motion in the wild; first of its kind to provide synchronized and localized multi-device multimodal egocentric data; and the world's largest motion-language dataset. It provides 300 hours of daily activities from 264 participants across 50 locations, total travelling distance over 399Km. The language descriptions contain 301.5K sentences in 8.64M words from a vocabulary size of 6545. To demonstrate the potential of the dataset, we evaluate several SOTA algorithms for egocentric body tracking, motion synthesis, and action recognition. Data and code are open-sourced for research (c.f. https://www.projectaria.com/datasets/nymeria).
BlazePose: On-device Real-time Body Pose tracking
We present BlazePose, a lightweight convolutional neural network architecture for human pose estimation that is tailored for real-time inference on mobile devices. During inference, the network produces 33 body keypoints for a single person and runs at over 30 frames per second on a Pixel 2 phone. This makes it particularly suited to real-time use cases like fitness tracking and sign language recognition. Our main contributions include a novel body pose tracking solution and a lightweight body pose estimation neural network that uses both heatmaps and regression to keypoint coordinates.
HapticLLaMA: A Multimodal Sensory Language Model for Haptic Captioning
Haptic captioning is the task of generating natural language descriptions from haptic signals, such as vibrations, for use in virtual reality, accessibility, and rehabilitation applications. While previous multimodal research has focused primarily on vision and audio, haptic signals for the sense of touch remain underexplored. To address this gap, we formalize the haptic captioning task and propose HapticLLaMA, a multimodal sensory language model that interprets vibration signals into descriptions in a given sensory, emotional, or associative category. We investigate two types of haptic tokenizers, a frequency-based tokenizer and an EnCodec-based tokenizer, that convert haptic signals into sequences of discrete units, enabling their integration with the LLaMA model. HapticLLaMA is trained in two stages: (1) supervised fine-tuning using the LLaMA architecture with LoRA-based adaptation, and (2) fine-tuning via reinforcement learning from human feedback (RLHF). We assess HapticLLaMA's captioning performance using both automated n-gram metrics and human evaluation. HapticLLaMA demonstrates strong capability in interpreting haptic vibration signals, achieving a METEOR score of 59.98 and a BLEU-4 score of 32.06 respectively. Additionally, over 61% of the generated captions received human ratings above 3.5 on a 7-point scale, with RLHF yielding a 10% improvement in the overall rating distribution, indicating stronger alignment with human haptic perception. These findings highlight the potential of large language models to process and adapt to sensory data.
ChatPose: Chatting about 3D Human Pose
We introduce ChatPose, a framework employing Large Language Models (LLMs) to understand and reason about 3D human poses from images or textual descriptions. Our work is motivated by the human ability to intuitively understand postures from a single image or a brief description, a process that intertwines image interpretation, world knowledge, and an understanding of body language. Traditional human pose estimation and generation methods often operate in isolation, lacking semantic understanding and reasoning abilities. ChatPose addresses these limitations by embedding SMPL poses as distinct signal tokens within a multimodal LLM, enabling the direct generation of 3D body poses from both textual and visual inputs. Leveraging the powerful capabilities of multimodal LLMs, ChatPose unifies classical 3D human pose and generation tasks while offering user interactions. Additionally, ChatPose empowers LLMs to apply their extensive world knowledge in reasoning about human poses, leading to two advanced tasks: speculative pose generation and reasoning about pose estimation. These tasks involve reasoning about humans to generate 3D poses from subtle text queries, possibly accompanied by images. We establish benchmarks for these tasks, moving beyond traditional 3D pose generation and estimation methods. Our results show that ChatPose outperforms existing multimodal LLMs and task-specific methods on these newly proposed tasks. Furthermore, ChatPose's ability to understand and generate 3D human poses based on complex reasoning opens new directions in human pose analysis.
TalkinNeRF: Animatable Neural Fields for Full-Body Talking Humans
We introduce a novel framework that learns a dynamic neural radiance field (NeRF) for full-body talking humans from monocular videos. Prior work represents only the body pose or the face. However, humans communicate with their full body, combining body pose, hand gestures, as well as facial expressions. In this work, we propose TalkinNeRF, a unified NeRF-based network that represents the holistic 4D human motion. Given a monocular video of a subject, we learn corresponding modules for the body, face, and hands, that are combined together to generate the final result. To capture complex finger articulation, we learn an additional deformation field for the hands. Our multi-identity representation enables simultaneous training for multiple subjects, as well as robust animation under completely unseen poses. It can also generalize to novel identities, given only a short video as input. We demonstrate state-of-the-art performance for animating full-body talking humans, with fine-grained hand articulation and facial expressions.
Embodied Hands: Modeling and Capturing Hands and Bodies Together
Humans move their hands and bodies together to communicate and solve tasks. Capturing and replicating such coordinated activity is critical for virtual characters that behave realistically. Surprisingly, most methods treat the 3D modeling and tracking of bodies and hands separately. Here we formulate a model of hands and bodies interacting together and fit it to full-body 4D sequences. When scanning or capturing the full body in 3D, hands are small and often partially occluded, making their shape and pose hard to recover. To cope with low-resolution, occlusion, and noise, we develop a new model called MANO (hand Model with Articulated and Non-rigid defOrmations). MANO is learned from around 1000 high-resolution 3D scans of hands of 31 subjects in a wide variety of hand poses. The model is realistic, low-dimensional, captures non-rigid shape changes with pose, is compatible with standard graphics packages, and can fit any human hand. MANO provides a compact mapping from hand poses to pose blend shape corrections and a linear manifold of pose synergies. We attach MANO to a standard parameterized 3D body shape model (SMPL), resulting in a fully articulated body and hand model (SMPL+H). We illustrate SMPL+H by fitting complex, natural, activities of subjects captured with a 4D scanner. The fitting is fully automatic and results in full body models that move naturally with detailed hand motions and a realism not seen before in full body performance capture. The models and data are freely available for research purposes in our website (http://mano.is.tue.mpg.de).
MultiPLY: A Multisensory Object-Centric Embodied Large Language Model in 3D World
Human beings possess the capability to multiply a melange of multisensory cues while actively exploring and interacting with the 3D world. Current multi-modal large language models, however, passively absorb sensory data as inputs, lacking the capacity to actively interact with the objects in the 3D environment and dynamically collect their multisensory information. To usher in the study of this area, we propose MultiPLY, a multisensory embodied large language model that could incorporate multisensory interactive data, including visual, audio, tactile, and thermal information into large language models, thereby establishing the correlation among words, actions, and percepts. To this end, we first collect Multisensory Universe, a large-scale multisensory interaction dataset comprising 500k data by deploying an LLM-powered embodied agent to engage with the 3D environment. To perform instruction tuning with pre-trained LLM on such generated data, we first encode the 3D scene as abstracted object-centric representations and then introduce action tokens denoting that the embodied agent takes certain actions within the environment, as well as state tokens that represent the multisensory state observations of the agent at each time step. In the inference time, MultiPLY could generate action tokens, instructing the agent to take the action in the environment and obtain the next multisensory state observation. The observation is then appended back to the LLM via state tokens to generate subsequent text or action tokens. We demonstrate that MultiPLY outperforms baselines by a large margin through a diverse set of embodied tasks involving object retrieval, tool use, multisensory captioning, and task decomposition.
InterActHuman: Multi-Concept Human Animation with Layout-Aligned Audio Conditions
End-to-end human animation with rich multi-modal conditions, e.g., text, image and audio has achieved remarkable advancements in recent years. However, most existing methods could only animate a single subject and inject conditions in a global manner, ignoring scenarios that multiple concepts could appears in the same video with rich human-human interactions and human-object interactions. Such global assumption prevents precise and per-identity control of multiple concepts including humans and objects, therefore hinders applications. In this work, we discard the single-entity assumption and introduce a novel framework that enforces strong, region-specific binding of conditions from modalities to each identity's spatiotemporal footprint. Given reference images of multiple concepts, our method could automatically infer layout information by leveraging a mask predictor to match appearance cues between the denoised video and each reference appearance. Furthermore, we inject local audio condition into its corresponding region to ensure layout-aligned modality matching in a iterative manner. This design enables the high-quality generation of controllable multi-concept human-centric videos. Empirical results and ablation studies validate the effectiveness of our explicit layout control for multi-modal conditions compared to implicit counterparts and other existing methods.
Humanizing Machines: Rethinking LLM Anthropomorphism Through a Multi-Level Framework of Design
Large Language Models (LLMs) increasingly exhibit anthropomorphism characteristics -- human-like qualities portrayed across their outlook, language, behavior, and reasoning functions. Such characteristics enable more intuitive and engaging human-AI interactions. However, current research on anthropomorphism remains predominantly risk-focused, emphasizing over-trust and user deception while offering limited design guidance. We argue that anthropomorphism should instead be treated as a concept of design that can be intentionally tuned to support user goals. Drawing from multiple disciplines, we propose that the anthropomorphism of an LLM-based artifact should reflect the interaction between artifact designers and interpreters. This interaction is facilitated by cues embedded in the artifact by the designers and the (cognitive) responses of the interpreters to the cues. Cues are categorized into four dimensions: perceptive, linguistic, behavioral, and cognitive. By analyzing the manifestation and effectiveness of each cue, we provide a unified taxonomy with actionable levers for practitioners. Consequently, we advocate for function-oriented evaluations of anthropomorphic design.
Grounding Task Assistance with Multimodal Cues from a Single Demonstration
A person's demonstration often serves as a key reference for others learning the same task. However, RGB video, the dominant medium for representing these demonstrations, often fails to capture fine-grained contextual cues such as intent, safety-critical environmental factors, and subtle preferences embedded in human behavior. This sensory gap fundamentally limits the ability of Vision Language Models (VLMs) to reason about why actions occur and how they should adapt to individual users. To address this, we introduce MICA (Multimodal Interactive Contextualized Assistance), a framework that improves conversational agents for task assistance by integrating eye gaze and speech cues. MICA segments demonstrations into meaningful sub-tasks and extracts keyframes and captions that capture fine-grained intent and user-specific cues, enabling richer contextual grounding for visual question answering. Evaluations on questions derived from real-time chat-assisted task replication show that multimodal cues significantly improve response quality over frame-based retrieval. Notably, gaze cues alone achieves 93% of speech performance, and their combination yields the highest accuracy. Task type determines the effectiveness of implicit (gaze) vs. explicit (speech) cues, underscoring the need for adaptable multimodal models. These results highlight the limitations of frame-based context and demonstrate the value of multimodal signals for real-world AI task assistance.
Body-Part Joint Detection and Association via Extended Object Representation
The detection of human body and its related parts (e.g., face, head or hands) have been intensively studied and greatly improved since the breakthrough of deep CNNs. However, most of these detectors are trained independently, making it a challenging task to associate detected body parts with people. This paper focuses on the problem of joint detection of human body and its corresponding parts. Specifically, we propose a novel extended object representation that integrates the center location offsets of body or its parts, and construct a dense single-stage anchor-based Body-Part Joint Detector (BPJDet). Body-part associations in BPJDet are embedded into the unified representation which contains both the semantic and geometric information. Therefore, BPJDet does not suffer from error-prone association post-matching, and has a better accuracy-speed trade-off. Furthermore, BPJDet can be seamlessly generalized to jointly detect any body part. To verify the effectiveness and superiority of our method, we conduct extensive experiments on the CityPersons, CrowdHuman and BodyHands datasets. The proposed BPJDet detector achieves state-of-the-art association performance on these three benchmarks while maintains high accuracy of detection. Code is in https://github.com/hnuzhy/BPJDet.
AlphaPose: Whole-Body Regional Multi-Person Pose Estimation and Tracking in Real-Time
Accurate whole-body multi-person pose estimation and tracking is an important yet challenging topic in computer vision. To capture the subtle actions of humans for complex behavior analysis, whole-body pose estimation including the face, body, hand and foot is essential over conventional body-only pose estimation. In this paper, we present AlphaPose, a system that can perform accurate whole-body pose estimation and tracking jointly while running in realtime. To this end, we propose several new techniques: Symmetric Integral Keypoint Regression (SIKR) for fast and fine localization, Parametric Pose Non-Maximum-Suppression (P-NMS) for eliminating redundant human detections and Pose Aware Identity Embedding for jointly pose estimation and tracking. During training, we resort to Part-Guided Proposal Generator (PGPG) and multi-domain knowledge distillation to further improve the accuracy. Our method is able to localize whole-body keypoints accurately and tracks humans simultaneously given inaccurate bounding boxes and redundant detections. We show a significant improvement over current state-of-the-art methods in both speed and accuracy on COCO-wholebody, COCO, PoseTrack, and our proposed Halpe-FullBody pose estimation dataset. Our model, source codes and dataset are made publicly available at https://github.com/MVIG-SJTU/AlphaPose.
HACK: Learning a Parametric Head and Neck Model for High-fidelity Animation
Significant advancements have been made in developing parametric models for digital humans, with various approaches concentrating on parts such as the human body, hand, or face. Nevertheless, connectors such as the neck have been overlooked in these models, with rich anatomical priors often unutilized. In this paper, we introduce HACK (Head-And-neCK), a novel parametric model for constructing the head and cervical region of digital humans. Our model seeks to disentangle the full spectrum of neck and larynx motions, facial expressions, and appearance variations, providing personalized and anatomically consistent controls, particularly for the neck regions. To build our HACK model, we acquire a comprehensive multi-modal dataset of the head and neck under various facial expressions. We employ a 3D ultrasound imaging scheme to extract the inner biomechanical structures, namely the precise 3D rotation information of the seven vertebrae of the cervical spine. We then adopt a multi-view photometric approach to capture the geometry and physically-based textures of diverse subjects, who exhibit a diverse range of static expressions as well as sequential head-and-neck movements. Using the multi-modal dataset, we train the parametric HACK model by separating the 3D head and neck depiction into various shape, pose, expression, and larynx blendshapes from the neutral expression and the rest skeletal pose. We adopt an anatomically-consistent skeletal design for the cervical region, and the expression is linked to facial action units for artist-friendly controls. HACK addresses the head and neck as a unified entity, offering more accurate and expressive controls, with a new level of realism, particularly for the neck regions. This approach has significant benefits for numerous applications and enables inter-correlation analysis between head and neck for fine-grained motion synthesis and transfer.
Body Transformer: Leveraging Robot Embodiment for Policy Learning
In recent years, the transformer architecture has become the de facto standard for machine learning algorithms applied to natural language processing and computer vision. Despite notable evidence of successful deployment of this architecture in the context of robot learning, we claim that vanilla transformers do not fully exploit the structure of the robot learning problem. Therefore, we propose Body Transformer (BoT), an architecture that leverages the robot embodiment by providing an inductive bias that guides the learning process. We represent the robot body as a graph of sensors and actuators, and rely on masked attention to pool information throughout the architecture. The resulting architecture outperforms the vanilla transformer, as well as the classical multilayer perceptron, in terms of task completion, scaling properties, and computational efficiency when representing either imitation or reinforcement learning policies. Additional material including the open-source code is available at https://sferrazza.cc/bot_site.
Towards Measuring Fairness in AI: the Casual Conversations Dataset
This paper introduces a novel dataset to help researchers evaluate their computer vision and audio models for accuracy across a diverse set of age, genders, apparent skin tones and ambient lighting conditions. Our dataset is composed of 3,011 subjects and contains over 45,000 videos, with an average of 15 videos per person. The videos were recorded in multiple U.S. states with a diverse set of adults in various age, gender and apparent skin tone groups. A key feature is that each subject agreed to participate for their likenesses to be used. Additionally, our age and gender annotations are provided by the subjects themselves. A group of trained annotators labeled the subjects' apparent skin tone using the Fitzpatrick skin type scale. Moreover, annotations for videos recorded in low ambient lighting are also provided. As an application to measure robustness of predictions across certain attributes, we provide a comprehensive study on the top five winners of the DeepFake Detection Challenge (DFDC). Experimental evaluation shows that the winning models are less performant on some specific groups of people, such as subjects with darker skin tones and thus may not generalize to all people. In addition, we also evaluate the state-of-the-art apparent age and gender classification methods. Our experiments provides a thorough analysis on these models in terms of fair treatment of people from various backgrounds.
Latent Compass: Creation by Navigation
In Marius von Senden's Space and Sight, a newly sighted blind patient describes the experience of a corner as lemon-like, because corners "prick" sight like lemons prick the tongue. Prickliness, here, is a dimension in the feature space of sensory experience, an effect of the perceived on the perceiver that arises where the two interact. In the account of the newly sighted, an effect familiar from one interaction translates to a novel context. Perception serves as the vehicle for generalization, in that an effect shared across different experiences produces a concrete abstraction grounded in those experiences. Cezanne and the post-impressionists, fluent in the language of experience translation, realized that the way to paint a concrete form that best reflected reality was to paint not what they saw, but what it was like to see. We envision a future of creation using AI where what it is like to see is replicable, transferrable, manipulable - part of the artist's palette that is both grounded in a particular context, and generalizable beyond it. An active line of research maps human-interpretable features onto directions in GAN latent space. Supervised and self-supervised approaches that search for anticipated directions or use off-the-shelf classifiers to drive image manipulation in embedding space are limited in the variety of features they can uncover. Unsupervised approaches that discover useful new directions show that the space of perceptually meaningful directions is nowhere close to being fully mapped. As this space is broad and full of creative potential, we want tools for direction discovery that capture the richness and generalizability of human perception. Our approach puts creators in the discovery loop during real-time tool use, in order to identify directions that are perceptually meaningful to them, and generate interpretable image translations along those directions.
KinMo: Kinematic-aware Human Motion Understanding and Generation
Controlling human motion based on text presents an important challenge in computer vision. Traditional approaches often rely on holistic action descriptions for motion synthesis, which struggle to capture subtle movements of local body parts. This limitation restricts the ability to isolate and manipulate specific movements. To address this, we propose a novel motion representation that decomposes motion into distinct body joint group movements and interactions from a kinematic perspective. We design an automatic dataset collection pipeline that enhances the existing text-motion benchmark by incorporating fine-grained local joint-group motion and interaction descriptions. To bridge the gap between text and motion domains, we introduce a hierarchical motion semantics approach that progressively fuses joint-level interaction information into the global action-level semantics for modality alignment. With this hierarchy, we introduce a coarse-to-fine motion synthesis procedure for various generation and editing downstream applications. Our quantitative and qualitative experiments demonstrate that the proposed formulation enhances text-motion retrieval by improving joint-spatial understanding, and enables more precise joint-motion generation and control. Project Page: {\smallhttps://andypinxinliu.github.io/KinMo/}
RapidPoseTriangulation: Multi-view Multi-person Whole-body Human Pose Triangulation in a Millisecond
The integration of multi-view imaging and pose estimation represents a significant advance in computer vision applications, offering new possibilities for understanding human movement and interactions. This work presents a new algorithm that improves multi-view multi-person pose estimation, focusing on fast triangulation speeds and good generalization capabilities. The approach extends to whole-body pose estimation, capturing details from facial expressions to finger movements across multiple individuals and viewpoints. Adaptability to different settings is demonstrated through strong performance across unseen datasets and configurations. To support further progress in this field, all of this work is publicly accessible.
DECO: Dense Estimation of 3D Human-Scene Contact In The Wild
Understanding how humans use physical contact to interact with the world is key to enabling human-centric artificial intelligence. While inferring 3D contact is crucial for modeling realistic and physically-plausible human-object interactions, existing methods either focus on 2D, consider body joints rather than the surface, use coarse 3D body regions, or do not generalize to in-the-wild images. In contrast, we focus on inferring dense, 3D contact between the full body surface and objects in arbitrary images. To achieve this, we first collect DAMON, a new dataset containing dense vertex-level contact annotations paired with RGB images containing complex human-object and human-scene contact. Second, we train DECO, a novel 3D contact detector that uses both body-part-driven and scene-context-driven attention to estimate vertex-level contact on the SMPL body. DECO builds on the insight that human observers recognize contact by reasoning about the contacting body parts, their proximity to scene objects, and the surrounding scene context. We perform extensive evaluations of our detector on DAMON as well as on the RICH and BEHAVE datasets. We significantly outperform existing SOTA methods across all benchmarks. We also show qualitatively that DECO generalizes well to diverse and challenging real-world human interactions in natural images. The code, data, and models are available at https://deco.is.tue.mpg.de.
ATLAS: Decoupling Skeletal and Shape Parameters for Expressive Parametric Human Modeling
Parametric body models offer expressive 3D representation of humans across a wide range of poses, shapes, and facial expressions, typically derived by learning a basis over registered 3D meshes. However, existing human mesh modeling approaches struggle to capture detailed variations across diverse body poses and shapes, largely due to limited training data diversity and restrictive modeling assumptions. Moreover, the common paradigm first optimizes the external body surface using a linear basis, then regresses internal skeletal joints from surface vertices. This approach introduces problematic dependencies between internal skeleton and outer soft tissue, limiting direct control over body height and bone lengths. To address these issues, we present ATLAS, a high-fidelity body model learned from 600k high-resolution scans captured using 240 synchronized cameras. Unlike previous methods, we explicitly decouple the shape and skeleton bases by grounding our mesh representation in the human skeleton. This decoupling enables enhanced shape expressivity, fine-grained customization of body attributes, and keypoint fitting independent of external soft-tissue characteristics. ATLAS outperforms existing methods by fitting unseen subjects in diverse poses more accurately, and quantitative evaluations show that our non-linear pose correctives more effectively capture complex poses compared to linear models.
Refinement Module based on Parse Graph of Feature Map for Human Pose Estimation
Parse graphs of the human body can be obtained in the human brain to help humans complete the human pose estimation (HPE). It contains a hierarchical structure, like a tree structure, and context relations among nodes. Many researchers pre-design the parse graph of body structure, and then design framework for HPE. However, these frameworks are difficulty adapting when encountering situations that differ from the preset human structure. Different from them, we regard the feature map as a whole, similarly to human body, so the feature map can be optimized based on parse graphs and each node feature is learned implicitly instead of explicitly, which means it can flexibly respond to different human body structure. In this paper, we design the Refinement Module based on the Parse Graph of feature map (RMPG), which includes two stages: top-down decomposition and bottom-up combination. In the top-down decomposition stage, the feature map is decomposed into multiple sub-feature maps along the channel and their context relations are calculated to obtain their respective context information. In the bottom-up combination stage, the sub-feature maps and their context information are combined to obtain refined sub-feature maps, and then these refined sub-feature maps are concatenated to obtain the refined feature map. Additionally ,we design a top-down framework by using multiple RMPG modules for HPE, some of which are supervised to obtain context relations among body parts. Our framework achieves excellent results on the COCO keypoint detection, CrowdPose and MPII human pose datasets. More importantly, our experiments also demonstrate the effectiveness of RMPG on different methods, including SimpleBaselines, Hourglass, and ViTPose.
Psycholinguistic Word Features: a New Approach for the Evaluation of LLMs Alignment with Humans
The evaluation of LLMs has so far focused primarily on how well they can perform different tasks such as reasoning, question-answering, paraphrasing, or translating. For most of these tasks, performance can be measured with objective metrics, such as the number of correct answers. However, other language features are not easily quantified. For example, arousal, concreteness, or gender associated with a given word, as well as the extent to which we experience words with senses and relate them to a specific sense. Those features have been studied for many years by psycholinguistics, conducting large-scale experiments with humans to produce ratings for thousands of words. This opens an opportunity to evaluate how well LLMs align with human ratings on these word features, taking advantage of existing studies that cover many different language features in a large number of words. In this paper, we evaluate the alignment of a representative group of LLMs with human ratings on two psycholinguistic datasets: the Glasgow and Lancaster norms. These datasets cover thirteen features over thousands of words. The results show that alignment is black{generally} better in the Glasgow norms evaluated (arousal, valence, dominance, concreteness, imageability, familiarity, and gender) than on the Lancaster norms evaluated (introceptive, gustatory, olfactory, haptic, auditory, and visual). This suggests a potential limitation of current LLMs in aligning with human sensory associations for words, which may be due to their lack of embodied cognition present in humans and illustrates the usefulness of evaluating LLMs with psycholinguistic datasets.
From Text to Motion: Grounding GPT-4 in a Humanoid Robot "Alter3"
We report the development of Alter3, a humanoid robot capable of generating spontaneous motion using a Large Language Model (LLM), specifically GPT-4. This achievement was realized by integrating GPT-4 into our proprietary android, Alter3, thereby effectively grounding the LLM with Alter's bodily movement. Typically, low-level robot control is hardware-dependent and falls outside the scope of LLM corpora, presenting challenges for direct LLM-based robot control. However, in the case of humanoid robots like Alter3, direct control is feasible by mapping the linguistic expressions of human actions onto the robot's body through program code. Remarkably, this approach enables Alter3 to adopt various poses, such as a 'selfie' stance or 'pretending to be a ghost,' and generate sequences of actions over time without explicit programming for each body part. This demonstrates the robot's zero-shot learning capabilities. Additionally, verbal feedback can adjust poses, obviating the need for fine-tuning. A video of Alter3's generated motions is available at https://tnoinkwms.github.io/ALTER-LLM/
Realtime Multi-Person 2D Pose Estimation using Part Affinity Fields
We present an approach to efficiently detect the 2D pose of multiple people in an image. The approach uses a nonparametric representation, which we refer to as Part Affinity Fields (PAFs), to learn to associate body parts with individuals in the image. The architecture encodes global context, allowing a greedy bottom-up parsing step that maintains high accuracy while achieving realtime performance, irrespective of the number of people in the image. The architecture is designed to jointly learn part locations and their association via two branches of the same sequential prediction process. Our method placed first in the inaugural COCO 2016 keypoints challenge, and significantly exceeds the previous state-of-the-art result on the MPII Multi-Person benchmark, both in performance and efficiency.
PersonNeRF: Personalized Reconstruction from Photo Collections
We present PersonNeRF, a method that takes a collection of photos of a subject (e.g. Roger Federer) captured across multiple years with arbitrary body poses and appearances, and enables rendering the subject with arbitrary novel combinations of viewpoint, body pose, and appearance. PersonNeRF builds a customized neural volumetric 3D model of the subject that is able to render an entire space spanned by camera viewpoint, body pose, and appearance. A central challenge in this task is dealing with sparse observations; a given body pose is likely only observed by a single viewpoint with a single appearance, and a given appearance is only observed under a handful of different body poses. We address this issue by recovering a canonical T-pose neural volumetric representation of the subject that allows for changing appearance across different observations, but uses a shared pose-dependent motion field across all observations. We demonstrate that this approach, along with regularization of the recovered volumetric geometry to encourage smoothness, is able to recover a model that renders compelling images from novel combinations of viewpoint, pose, and appearance from these challenging unstructured photo collections, outperforming prior work for free-viewpoint human rendering.
SEWA DB: A Rich Database for Audio-Visual Emotion and Sentiment Research in the Wild
Natural human-computer interaction and audio-visual human behaviour sensing systems, which would achieve robust performance in-the-wild are more needed than ever as digital devices are increasingly becoming an indispensable part of our life. Accurately annotated real-world data are the crux in devising such systems. However, existing databases usually consider controlled settings, low demographic variability, and a single task. In this paper, we introduce the SEWA database of more than 2000 minutes of audio-visual data of 398 people coming from six cultures, 50% female, and uniformly spanning the age range of 18 to 65 years old. Subjects were recorded in two different contexts: while watching adverts and while discussing adverts in a video chat. The database includes rich annotations of the recordings in terms of facial landmarks, facial action units (FAU), various vocalisations, mirroring, and continuously valued valence, arousal, liking, agreement, and prototypic examples of (dis)liking. This database aims to be an extremely valuable resource for researchers in affective computing and automatic human sensing and is expected to push forward the research in human behaviour analysis, including cultural studies. Along with the database, we provide extensive baseline experiments for automatic FAU detection and automatic valence, arousal and (dis)liking intensity estimation.
Exploring Spatial Schema Intuitions in Large Language and Vision Models
Despite the ubiquity of large language models (LLMs) in AI research, the question of embodiment in LLMs remains underexplored, distinguishing them from embodied systems in robotics where sensory perception directly informs physical action. Our investigation navigates the intriguing terrain of whether LLMs, despite their non-embodied nature, effectively capture implicit human intuitions about fundamental, spatial building blocks of language. We employ insights from spatial cognitive foundations developed through early sensorimotor experiences, guiding our exploration through the reproduction of three psycholinguistic experiments. Surprisingly, correlations between model outputs and human responses emerge, revealing adaptability without a tangible connection to embodied experiences. Notable distinctions include polarized language model responses and reduced correlations in vision language models. This research contributes to a nuanced understanding of the interplay between language, spatial experiences, and the computations made by large language models. More at https://cisnlp.github.io/Spatial_Schemas/
OpenPose: Realtime Multi-Person 2D Pose Estimation using Part Affinity Fields
Realtime multi-person 2D pose estimation is a key component in enabling machines to have an understanding of people in images and videos. In this work, we present a realtime approach to detect the 2D pose of multiple people in an image. The proposed method uses a nonparametric representation, which we refer to as Part Affinity Fields (PAFs), to learn to associate body parts with individuals in the image. This bottom-up system achieves high accuracy and realtime performance, regardless of the number of people in the image. In previous work, PAFs and body part location estimation were refined simultaneously across training stages. We demonstrate that a PAF-only refinement rather than both PAF and body part location refinement results in a substantial increase in both runtime performance and accuracy. We also present the first combined body and foot keypoint detector, based on an internal annotated foot dataset that we have publicly released. We show that the combined detector not only reduces the inference time compared to running them sequentially, but also maintains the accuracy of each component individually. This work has culminated in the release of OpenPose, the first open-source realtime system for multi-person 2D pose detection, including body, foot, hand, and facial keypoints.
3D Hand Pose Estimation in Egocentric Images in the Wild
We present WildHands, a method for 3D hand pose estimation in egocentric images in the wild. This is challenging due to (a) lack of 3D hand pose annotations for images in the wild, and (b) a form of perspective distortion-induced shape ambiguity that arises in the analysis of crops around hands. For the former, we use auxiliary supervision on in-the-wild data in the form of segmentation masks & grasp labels in addition to 3D supervision available in lab datasets. For the latter, we provide spatial cues about the location of the hand crop in the camera's field of view. Our approach achieves the best 3D hand pose on the ARCTIC leaderboard and outperforms FrankMocap, a popular and robust approach for estimating hand pose in the wild, by 45.3% when evaluated on 2D hand pose on our EPIC-HandKps dataset.
SwapAnyone: Consistent and Realistic Video Synthesis for Swapping Any Person into Any Video
Video body-swapping aims to replace the body in an existing video with a new body from arbitrary sources, which has garnered more attention in recent years. Existing methods treat video body-swapping as a composite of multiple tasks instead of an independent task and typically rely on various models to achieve video body-swapping sequentially. However, these methods fail to achieve end-to-end optimization for the video body-swapping which causes issues such as variations in luminance among frames, disorganized occlusion relationships, and the noticeable separation between bodies and background. In this work, we define video body-swapping as an independent task and propose three critical consistencies: identity consistency, motion consistency, and environment consistency. We introduce an end-to-end model named SwapAnyone, treating video body-swapping as a video inpainting task with reference fidelity and motion control. To improve the ability to maintain environmental harmony, particularly luminance harmony in the resulting video, we introduce a novel EnvHarmony strategy for training our model progressively. Additionally, we provide a dataset named HumanAction-32K covering various videos about human actions. Extensive experiments demonstrate that our method achieves State-Of-The-Art (SOTA) performance among open-source methods while approaching or surpassing closed-source models across multiple dimensions. All code, model weights, and the HumanAction-32K dataset will be open-sourced at https://github.com/PKU-YuanGroup/SwapAnyone.
Re-HOLD: Video Hand Object Interaction Reenactment via adaptive Layout-instructed Diffusion Model
Current digital human studies focusing on lip-syncing and body movement are no longer sufficient to meet the growing industrial demand, while human video generation techniques that support interacting with real-world environments (e.g., objects) have not been well investigated. Despite human hand synthesis already being an intricate problem, generating objects in contact with hands and their interactions presents an even more challenging task, especially when the objects exhibit obvious variations in size and shape. To tackle these issues, we present a novel video Reenactment framework focusing on Human-Object Interaction (HOI) via an adaptive Layout-instructed Diffusion model (Re-HOLD). Our key insight is to employ specialized layout representation for hands and objects, respectively. Such representations enable effective disentanglement of hand modeling and object adaptation to diverse motion sequences. To further improve the generation quality of HOI, we design an interactive textural enhancement module for both hands and objects by introducing two independent memory banks. We also propose a layout adjustment strategy for the cross-object reenactment scenario to adaptively adjust unreasonable layouts caused by diverse object sizes during inference. Comprehensive qualitative and quantitative evaluations demonstrate that our proposed framework significantly outperforms existing methods. Project page: https://fyycs.github.io/Re-HOLD.
FLAG: Flow-based 3D Avatar Generation from Sparse Observations
To represent people in mixed reality applications for collaboration and communication, we need to generate realistic and faithful avatar poses. However, the signal streams that can be applied for this task from head-mounted devices (HMDs) are typically limited to head pose and hand pose estimates. While these signals are valuable, they are an incomplete representation of the human body, making it challenging to generate a faithful full-body avatar. We address this challenge by developing a flow-based generative model of the 3D human body from sparse observations, wherein we learn not only a conditional distribution of 3D human pose, but also a probabilistic mapping from observations to the latent space from which we can generate a plausible pose along with uncertainty estimates for the joints. We show that our approach is not only a strong predictive model, but can also act as an efficient pose prior in different optimization settings where a good initial latent code plays a major role.
VLM^2-Bench: A Closer Look at How Well VLMs Implicitly Link Explicit Matching Visual Cues
Visually linking matching cues is a crucial ability in daily life, such as identifying the same person in multiple photos based on their cues, even without knowing who they are. Despite the extensive knowledge that vision-language models (VLMs) possess, it remains largely unexplored whether they are capable of performing this fundamental task. To address this, we introduce VLM^2-Bench, a benchmark designed to assess whether VLMs can Visually Link Matching cues, with 9 subtasks and over 3,000 test cases. Comprehensive evaluation across eight open-source VLMs and GPT-4o, along with further analysis of various language-side and vision-side prompting methods, leads to a total of eight key findings. We identify critical challenges in models' ability to link visual cues, highlighting a significant performance gap where even GPT-4o lags 34.80% behind humans. Based on these insights, we advocate for (i) enhancing core visual capabilities to improve adaptability and reduce reliance on prior knowledge, (ii) establishing clearer principles for integrating language-based reasoning in vision-centric tasks to prevent unnecessary biases, and (iii) shifting vision-text training paradigms toward fostering models' ability to independently structure and infer relationships among visual cues.
BEAT: A Large-Scale Semantic and Emotional Multi-Modal Dataset for Conversational Gestures Synthesis
Achieving realistic, vivid, and human-like synthesized conversational gestures conditioned on multi-modal data is still an unsolved problem due to the lack of available datasets, models and standard evaluation metrics. To address this, we build Body-Expression-Audio-Text dataset, BEAT, which has i) 76 hours, high-quality, multi-modal data captured from 30 speakers talking with eight different emotions and in four different languages, ii) 32 millions frame-level emotion and semantic relevance annotations. Our statistical analysis on BEAT demonstrates the correlation of conversational gestures with facial expressions, emotions, and semantics, in addition to the known correlation with audio, text, and speaker identity. Based on this observation, we propose a baseline model, Cascaded Motion Network (CaMN), which consists of above six modalities modeled in a cascaded architecture for gesture synthesis. To evaluate the semantic relevancy, we introduce a metric, Semantic Relevance Gesture Recall (SRGR). Qualitative and quantitative experiments demonstrate metrics' validness, ground truth data quality, and baseline's state-of-the-art performance. To the best of our knowledge, BEAT is the largest motion capture dataset for investigating human gestures, which may contribute to a number of different research fields, including controllable gesture synthesis, cross-modality analysis, and emotional gesture recognition. The data, code and model are available on https://pantomatrix.github.io/BEAT/.
Which Shortcut Cues Will DNNs Choose? A Study from the Parameter-Space Perspective
Deep neural networks (DNNs) often rely on easy-to-learn discriminatory features, or cues, that are not necessarily essential to the problem at hand. For example, ducks in an image may be recognized based on their typical background scenery, such as lakes or streams. This phenomenon, also known as shortcut learning, is emerging as a key limitation of the current generation of machine learning models. In this work, we introduce a set of experiments to deepen our understanding of shortcut learning and its implications. We design a training setup with several shortcut cues, named WCST-ML, where each cue is equally conducive to the visual recognition problem at hand. Even under equal opportunities, we observe that (1) certain cues are preferred to others, (2) solutions biased to the easy-to-learn cues tend to converge to relatively flat minima on the loss surface, and (3) the solutions focusing on those preferred cues are far more abundant in the parameter space. We explain the abundance of certain cues via their Kolmogorov (descriptional) complexity: solutions corresponding to Kolmogorov-simple cues are abundant in the parameter space and are thus preferred by DNNs. Our studies are based on the synthetic dataset DSprites and the face dataset UTKFace. In our WCST-ML, we observe that the inborn bias of models leans toward simple cues, such as color and ethnicity. Our findings emphasize the importance of active human intervention to remove the inborn model biases that may cause negative societal impacts.
PromptHMR: Promptable Human Mesh Recovery
Human pose and shape (HPS) estimation presents challenges in diverse scenarios such as crowded scenes, person-person interactions, and single-view reconstruction. Existing approaches lack mechanisms to incorporate auxiliary "side information" that could enhance reconstruction accuracy in such challenging scenarios. Furthermore, the most accurate methods rely on cropped person detections and cannot exploit scene context while methods that process the whole image often fail to detect people and are less accurate than methods that use crops. While recent language-based methods explore HPS reasoning through large language or vision-language models, their metric accuracy is well below the state of the art. In contrast, we present PromptHMR, a transformer-based promptable method that reformulates HPS estimation through spatial and semantic prompts. Our method processes full images to maintain scene context and accepts multiple input modalities: spatial prompts like bounding boxes and masks, and semantic prompts like language descriptions or interaction labels. PromptHMR demonstrates robust performance across challenging scenarios: estimating people from bounding boxes as small as faces in crowded scenes, improving body shape estimation through language descriptions, modeling person-person interactions, and producing temporally coherent motions in videos. Experiments on benchmarks show that PromptHMR achieves state-of-the-art performance while offering flexible prompt-based control over the HPS estimation process.
BOTH2Hands: Inferring 3D Hands from Both Text Prompts and Body Dynamics
The recently emerging text-to-motion advances have spired numerous attempts for convenient and interactive human motion generation. Yet, existing methods are largely limited to generating body motions only without considering the rich two-hand motions, let alone handling various conditions like body dynamics or texts. To break the data bottleneck, we propose BOTH57M, a novel multi-modal dataset for two-hand motion generation. Our dataset includes accurate motion tracking for the human body and hands and provides pair-wised finger-level hand annotations and body descriptions. We further provide a strong baseline method, BOTH2Hands, for the novel task: generating vivid two-hand motions from both implicit body dynamics and explicit text prompts. We first warm up two parallel body-to-hand and text-to-hand diffusion models and then utilize the cross-attention transformer for motion blending. Extensive experiments and cross-validations demonstrate the effectiveness of our approach and dataset for generating convincing two-hand motions from the hybrid body-and-textual conditions. Our dataset and code will be disseminated to the community for future research.
Expressive Gaussian Human Avatars from Monocular RGB Video
Nuanced expressiveness, particularly through fine-grained hand and facial expressions, is pivotal for enhancing the realism and vitality of digital human representations. In this work, we focus on investigating the expressiveness of human avatars when learned from monocular RGB video; a setting that introduces new challenges in capturing and animating fine-grained details. To this end, we introduce EVA, a drivable human model that meticulously sculpts fine details based on 3D Gaussians and SMPL-X, an expressive parametric human model. Focused on enhancing expressiveness, our work makes three key contributions. First, we highlight the critical importance of aligning the SMPL-X model with RGB frames for effective avatar learning. Recognizing the limitations of current SMPL-X prediction methods for in-the-wild videos, we introduce a plug-and-play module that significantly ameliorates misalignment issues. Second, we propose a context-aware adaptive density control strategy, which is adaptively adjusting the gradient thresholds to accommodate the varied granularity across body parts. Last but not least, we develop a feedback mechanism that predicts per-pixel confidence to better guide the learning of 3D Gaussians. Extensive experiments on two benchmarks demonstrate the superiority of our framework both quantitatively and qualitatively, especially on the fine-grained hand and facial details. See the project website at https://evahuman.github.io
CHORD: Category-level Hand-held Object Reconstruction via Shape Deformation
In daily life, humans utilize hands to manipulate objects. Modeling the shape of objects that are manipulated by the hand is essential for AI to comprehend daily tasks and to learn manipulation skills. However, previous approaches have encountered difficulties in reconstructing the precise shapes of hand-held objects, primarily owing to a deficiency in prior shape knowledge and inadequate data for training. As illustrated, given a particular type of tool, such as a mug, despite its infinite variations in shape and appearance, humans have a limited number of 'effective' modes and poses for its manipulation. This can be attributed to the fact that humans have mastered the shape prior of the 'mug' category, and can quickly establish the corresponding relations between different mug instances and the prior, such as where the rim and handle are located. In light of this, we propose a new method, CHORD, for Category-level Hand-held Object Reconstruction via shape Deformation. CHORD deforms a categorical shape prior for reconstructing the intra-class objects. To ensure accurate reconstruction, we empower CHORD with three types of awareness: appearance, shape, and interacting pose. In addition, we have constructed a new dataset, COMIC, of category-level hand-object interaction. COMIC contains a rich array of object instances, materials, hand interactions, and viewing directions. Extensive evaluation shows that CHORD outperforms state-of-the-art approaches in both quantitative and qualitative measures. Code, model, and datasets are available at https://kailinli.github.io/CHORD.
Expressive Whole-Body Control for Humanoid Robots
Can we enable humanoid robots to generate rich, diverse, and expressive motions in the real world? We propose to learn a whole-body control policy on a human-sized robot to mimic human motions as realistic as possible. To train such a policy, we leverage the large-scale human motion capture data from the graphics community in a Reinforcement Learning framework. However, directly performing imitation learning with the motion capture dataset would not work on the real humanoid robot, given the large gap in degrees of freedom and physical capabilities. Our method Expressive Whole-Body Control (Exbody) tackles this problem by encouraging the upper humanoid body to imitate a reference motion, while relaxing the imitation constraint on its two legs and only requiring them to follow a given velocity robustly. With training in simulation and Sim2Real transfer, our policy can control a humanoid robot to walk in different styles, shake hands with humans, and even dance with a human in the real world. We conduct extensive studies and comparisons on diverse motions in both simulation and the real world to show the effectiveness of our approach.
Binding Touch to Everything: Learning Unified Multimodal Tactile Representations
The ability to associate touch with other modalities has huge implications for humans and computational systems. However, multimodal learning with touch remains challenging due to the expensive data collection process and non-standardized sensor outputs. We introduce UniTouch, a unified tactile model for vision-based touch sensors connected to multiple modalities, including vision, language, and sound. We achieve this by aligning our UniTouch embeddings to pretrained image embeddings already associated with a variety of other modalities. We further propose learnable sensor-specific tokens, allowing the model to learn from a set of heterogeneous tactile sensors, all at the same time. UniTouch is capable of conducting various touch sensing tasks in the zero-shot setting, from robot grasping prediction to touch image question answering. To the best of our knowledge, UniTouch is the first to demonstrate such capabilities. Project page: https://cfeng16.github.io/UniTouch/
DeePoint: Pointing Recognition and Direction Estimation From A Fixed View
In this paper, we realize automatic visual recognition and direction estimation of pointing. We introduce the first neural pointing understanding method based on two key contributions. The first is the introduction of a first-of-its-kind large-scale dataset for pointing recognition and direction estimation, which we refer to as the DP Dataset. DP Dataset consists of more than 2 million frames of over 33 people pointing in various styles annotated for each frame with pointing timings and 3D directions. The second is DeePoint, a novel deep network model for joint recognition and 3D direction estimation of pointing. DeePoint is a Transformer-based network which fully leverages the spatio-temporal coordination of the body parts, not just the hands. Through extensive experiments, we demonstrate the accuracy and efficiency of DeePoint. We believe DP Dataset and DeePoint will serve as a sound foundation for visual human intention understanding.
Object pop-up: Can we infer 3D objects and their poses from human interactions alone?
The intimate entanglement between objects affordances and human poses is of large interest, among others, for behavioural sciences, cognitive psychology, and Computer Vision communities. In recent years, the latter has developed several object-centric approaches: starting from items, learning pipelines synthesizing human poses and dynamics in a realistic way, satisfying both geometrical and functional expectations. However, the inverse perspective is significantly less explored: Can we infer 3D objects and their poses from human interactions alone? Our investigation follows this direction, showing that a generic 3D human point cloud is enough to pop up an unobserved object, even when the user is just imitating a functionality (e.g., looking through a binocular) without involving a tangible counterpart. We validate our method qualitatively and quantitatively, with synthetic data and sequences acquired for the task, showing applicability for XR/VR. The code is available at https://github.com/ptrvilya/object-popup.
AiOS: All-in-One-Stage Expressive Human Pose and Shape Estimation
Expressive human pose and shape estimation (a.k.a. 3D whole-body mesh recovery) involves the human body, hand, and expression estimation. Most existing methods have tackled this task in a two-stage manner, first detecting the human body part with an off-the-shelf detection model and inferring the different human body parts individually. Despite the impressive results achieved, these methods suffer from 1) loss of valuable contextual information via cropping, 2) introducing distractions, and 3) lacking inter-association among different persons and body parts, inevitably causing performance degradation, especially for crowded scenes. To address these issues, we introduce a novel all-in-one-stage framework, AiOS, for multiple expressive human pose and shape recovery without an additional human detection step. Specifically, our method is built upon DETR, which treats multi-person whole-body mesh recovery task as a progressive set prediction problem with various sequential detection. We devise the decoder tokens and extend them to our task. Specifically, we first employ a human token to probe a human location in the image and encode global features for each instance, which provides a coarse location for the later transformer block. Then, we introduce a joint-related token to probe the human joint in the image and encoder a fine-grained local feature, which collaborates with the global feature to regress the whole-body mesh. This straightforward but effective model outperforms previous state-of-the-art methods by a 9% reduction in NMVE on AGORA, a 30% reduction in PVE on EHF, a 10% reduction in PVE on ARCTIC, and a 3% reduction in PVE on EgoBody.
Preventing Errors in Person Detection: A Part-Based Self-Monitoring Framework
The ability to detect learned objects regardless of their appearance is crucial for autonomous systems in real-world applications. Especially for detecting humans, which is often a fundamental task in safety-critical applications, it is vital to prevent errors. To address this challenge, we propose a self-monitoring framework that allows for the perception system to perform plausibility checks at runtime. We show that by incorporating an additional component for detecting human body parts, we are able to significantly reduce the number of missed human detections by factors of up to 9 when compared to a baseline setup, which was trained only on holistic person objects. Additionally, we found that training a model jointly on humans and their body parts leads to a substantial reduction in false positive detections by up to 50% compared to training on humans alone. We performed comprehensive experiments on the publicly available datasets DensePose and Pascal VOC in order to demonstrate the effectiveness of our framework. Code is available at https://github.com/ FraunhoferIKS/smf-object-detection.
From Audio to Photoreal Embodiment: Synthesizing Humans in Conversations
We present a framework for generating full-bodied photorealistic avatars that gesture according to the conversational dynamics of a dyadic interaction. Given speech audio, we output multiple possibilities of gestural motion for an individual, including face, body, and hands. The key behind our method is in combining the benefits of sample diversity from vector quantization with the high-frequency details obtained through diffusion to generate more dynamic, expressive motion. We visualize the generated motion using highly photorealistic avatars that can express crucial nuances in gestures (e.g. sneers and smirks). To facilitate this line of research, we introduce a first-of-its-kind multi-view conversational dataset that allows for photorealistic reconstruction. Experiments show our model generates appropriate and diverse gestures, outperforming both diffusion- and VQ-only methods. Furthermore, our perceptual evaluation highlights the importance of photorealism (vs. meshes) in accurately assessing subtle motion details in conversational gestures. Code and dataset available online.
MotionLLM: Understanding Human Behaviors from Human Motions and Videos
This study delves into the realm of multi-modality (i.e., video and motion modalities) human behavior understanding by leveraging the powerful capabilities of Large Language Models (LLMs). Diverging from recent LLMs designed for video-only or motion-only understanding, we argue that understanding human behavior necessitates joint modeling from both videos and motion sequences (e.g., SMPL sequences) to capture nuanced body part dynamics and semantics effectively. In light of this, we present MotionLLM, a straightforward yet effective framework for human motion understanding, captioning, and reasoning. Specifically, MotionLLM adopts a unified video-motion training strategy that leverages the complementary advantages of existing coarse video-text data and fine-grained motion-text data to glean rich spatial-temporal insights. Furthermore, we collect a substantial dataset, MoVid, comprising diverse videos, motions, captions, and instructions. Additionally, we propose the MoVid-Bench, with carefully manual annotations, for better evaluation of human behavior understanding on video and motion. Extensive experiments show the superiority of MotionLLM in the caption, spatial-temporal comprehension, and reasoning ability.
AffordPose: A Large-scale Dataset of Hand-Object Interactions with Affordance-driven Hand Pose
How human interact with objects depends on the functional roles of the target objects, which introduces the problem of affordance-aware hand-object interaction. It requires a large number of human demonstrations for the learning and understanding of plausible and appropriate hand-object interactions. In this work, we present AffordPose, a large-scale dataset of hand-object interactions with affordance-driven hand pose. We first annotate the specific part-level affordance labels for each object, e.g. twist, pull, handle-grasp, etc, instead of the general intents such as use or handover, to indicate the purpose and guide the localization of the hand-object interactions. The fine-grained hand-object interactions reveal the influence of hand-centered affordances on the detailed arrangement of the hand poses, yet also exhibit a certain degree of diversity. We collect a total of 26.7K hand-object interactions, each including the 3D object shape, the part-level affordance label, and the manually adjusted hand poses. The comprehensive data analysis shows the common characteristics and diversity of hand-object interactions per affordance via the parameter statistics and contacting computation. We also conduct experiments on the tasks of hand-object affordance understanding and affordance-oriented hand-object interaction generation, to validate the effectiveness of our dataset in learning the fine-grained hand-object interactions. Project page: https://github.com/GentlesJan/AffordPose.
Neural feels with neural fields: Visuo-tactile perception for in-hand manipulation
To achieve human-level dexterity, robots must infer spatial awareness from multimodal sensing to reason over contact interactions. During in-hand manipulation of novel objects, such spatial awareness involves estimating the object's pose and shape. The status quo for in-hand perception primarily employs vision, and restricts to tracking a priori known objects. Moreover, visual occlusion of objects in-hand is imminent during manipulation, preventing current systems to push beyond tasks without occlusion. We combine vision and touch sensing on a multi-fingered hand to estimate an object's pose and shape during in-hand manipulation. Our method, NeuralFeels, encodes object geometry by learning a neural field online and jointly tracks it by optimizing a pose graph problem. We study multimodal in-hand perception in simulation and the real-world, interacting with different objects via a proprioception-driven policy. Our experiments show final reconstruction F-scores of 81% and average pose drifts of 4.7,mm, further reduced to 2.3,mm with known CAD models. Additionally, we observe that under heavy visual occlusion we can achieve up to 94% improvements in tracking compared to vision-only methods. Our results demonstrate that touch, at the very least, refines and, at the very best, disambiguates visual estimates during in-hand manipulation. We release our evaluation dataset of 70 experiments, FeelSight, as a step towards benchmarking in this domain. Our neural representation driven by multimodal sensing can serve as a perception backbone towards advancing robot dexterity. Videos can be found on our project website https://suddhu.github.io/neural-feels/
Your other Left! Vision-Language Models Fail to Identify Relative Positions in Medical Images
Clinical decision-making relies heavily on understanding relative positions of anatomical structures and anomalies. Therefore, for Vision-Language Models (VLMs) to be applicable in clinical practice, the ability to accurately determine relative positions on medical images is a fundamental prerequisite. Despite its importance, this capability remains highly underexplored. To address this gap, we evaluate the ability of state-of-the-art VLMs, GPT-4o, Llama3.2, Pixtral, and JanusPro, and find that all models fail at this fundamental task. Inspired by successful approaches in computer vision, we investigate whether visual prompts, such as alphanumeric or colored markers placed on anatomical structures, can enhance performance. While these markers provide moderate improvements, results remain significantly lower on medical images compared to observations made on natural images. Our evaluations suggest that, in medical imaging, VLMs rely more on prior anatomical knowledge than on actual image content for answering relative position questions, often leading to incorrect conclusions. To facilitate further research in this area, we introduce the MIRP , Medical Imaging Relative Positioning, benchmark dataset, designed to systematically evaluate the capability to identify relative positions in medical images.
Neural Body: Implicit Neural Representations with Structured Latent Codes for Novel View Synthesis of Dynamic Humans
This paper addresses the challenge of novel view synthesis for a human performer from a very sparse set of camera views. Some recent works have shown that learning implicit neural representations of 3D scenes achieves remarkable view synthesis quality given dense input views. However, the representation learning will be ill-posed if the views are highly sparse. To solve this ill-posed problem, our key idea is to integrate observations over video frames. To this end, we propose Neural Body, a new human body representation which assumes that the learned neural representations at different frames share the same set of latent codes anchored to a deformable mesh, so that the observations across frames can be naturally integrated. The deformable mesh also provides geometric guidance for the network to learn 3D representations more efficiently. To evaluate our approach, we create a multi-view dataset named ZJU-MoCap that captures performers with complex motions. Experiments on ZJU-MoCap show that our approach outperforms prior works by a large margin in terms of novel view synthesis quality. We also demonstrate the capability of our approach to reconstruct a moving person from a monocular video on the People-Snapshot dataset. The code and dataset are available at https://zju3dv.github.io/neuralbody/.
BiPO: Bidirectional Partial Occlusion Network for Text-to-Motion Synthesis
Generating natural and expressive human motions from textual descriptions is challenging due to the complexity of coordinating full-body dynamics and capturing nuanced motion patterns over extended sequences that accurately reflect the given text. To address this, we introduce BiPO, Bidirectional Partial Occlusion Network for Text-to-Motion Synthesis, a novel model that enhances text-to-motion synthesis by integrating part-based generation with a bidirectional autoregressive architecture. This integration allows BiPO to consider both past and future contexts during generation while enhancing detailed control over individual body parts without requiring ground-truth motion length. To relax the interdependency among body parts caused by the integration, we devise the Partial Occlusion technique, which probabilistically occludes the certain motion part information during training. In our comprehensive experiments, BiPO achieves state-of-the-art performance on the HumanML3D dataset, outperforming recent methods such as ParCo, MoMask, and BAMM in terms of FID scores and overall motion quality. Notably, BiPO excels not only in the text-to-motion generation task but also in motion editing tasks that synthesize motion based on partially generated motion sequences and textual descriptions. These results reveal the BiPO's effectiveness in advancing text-to-motion synthesis and its potential for practical applications.
BAH Dataset for Ambivalence/Hesitancy Recognition in Videos for Behavioural Change
Recognizing complex emotions linked to ambivalence and hesitancy (A/H) can play a critical role in the personalization and effectiveness of digital behaviour change interventions. These subtle and conflicting emotions are manifested by a discord between multiple modalities, such as facial and vocal expressions, and body language. Although experts can be trained to identify A/H, integrating them into digital interventions is costly and less effective. Automatic learning systems provide a cost-effective alternative that can adapt to individual users, and operate seamlessly within real-time, and resource-limited environments. However, there are currently no datasets available for the design of ML models to recognize A/H. This paper introduces a first Behavioural Ambivalence/Hesitancy (BAH) dataset collected for subject-based multimodal recognition of A/H in videos. It contains videos from 224 participants captured across 9 provinces in Canada, with different age, and ethnicity. Through our web platform, we recruited participants to answer 7 questions, some of which were designed to elicit A/H while recording themselves via webcam with microphone. BAH amounts to 1,118 videos for a total duration of 8.26 hours with 1.5 hours of A/H. Our behavioural team annotated timestamp segments to indicate where A/H occurs, and provide frame- and video-level annotations with the A/H cues. Video transcripts and their timestamps are also included, along with cropped and aligned faces in each frame, and a variety of participants meta-data. We include results baselines for BAH at frame- and video-level recognition in multi-modal setups, in addition to zero-shot prediction, and for personalization using unsupervised domain adaptation. The limited performance of baseline models highlights the challenges of recognizing A/H in real-world videos. The data, code, and pretrained weights are available.
Synthetically Expressive: Evaluating gesture and voice for emotion and empathy in VR and 2D scenarios
The creation of virtual humans increasingly leverages automated synthesis of speech and gestures, enabling expressive, adaptable agents that effectively engage users. However, the independent development of voice and gesture generation technologies, alongside the growing popularity of virtual reality (VR), presents significant questions about the integration of these signals and their ability to convey emotional detail in immersive environments. In this paper, we evaluate the influence of real and synthetic gestures and speech, alongside varying levels of immersion (VR vs. 2D displays) and emotional contexts (positive, neutral, negative) on user perceptions. We investigate how immersion affects the perceived match between gestures and speech and the impact on key aspects of user experience, including emotional and empathetic responses and the sense of co-presence. Our findings indicate that while VR enhances the perception of natural gesture-voice pairings, it does not similarly improve synthetic ones - amplifying the perceptual gap between them. These results highlight the need to reassess gesture appropriateness and refine AI-driven synthesis for immersive environments. Supplementary video: https://youtu.be/WMfjIB1X-dc
CoDA: Coordinated Diffusion Noise Optimization for Whole-Body Manipulation of Articulated Objects
Synthesizing whole-body manipulation of articulated objects, including body motion, hand motion, and object motion, is a critical yet challenging task with broad applications in virtual humans and robotics. The core challenges are twofold. First, achieving realistic whole-body motion requires tight coordination between the hands and the rest of the body, as their movements are interdependent during manipulation. Second, articulated object manipulation typically involves high degrees of freedom and demands higher precision, often requiring the fingers to be placed at specific regions to actuate movable parts. To address these challenges, we propose a novel coordinated diffusion noise optimization framework. Specifically, we perform noise-space optimization over three specialized diffusion models for the body, left hand, and right hand, each trained on its own motion dataset to improve generalization. Coordination naturally emerges through gradient flow along the human kinematic chain, allowing the global body posture to adapt in response to hand motion objectives with high fidelity. To further enhance precision in hand-object interaction, we adopt a unified representation based on basis point sets (BPS), where end-effector positions are encoded as distances to the same BPS used for object geometry. This unified representation captures fine-grained spatial relationships between the hand and articulated object parts, and the resulting trajectories serve as targets to guide the optimization of diffusion noise, producing highly accurate interaction motion. We conduct extensive experiments demonstrating that our method outperforms existing approaches in motion quality and physical plausibility, and enables various capabilities such as object pose control, simultaneous walking and manipulation, and whole-body generation from hand-only data.
PhysiQ: Off-site Quality Assessment of Exercise in Physical Therapy
Physical therapy (PT) is crucial for patients to restore and maintain mobility, function, and well-being. Many on-site activities and body exercises are performed under the supervision of therapists or clinicians. However, the postures of some exercises at home cannot be performed accurately due to the lack of supervision, quality assessment, and self-correction. Therefore, in this paper, we design a new framework, PhysiQ, that continuously tracks and quantitatively measures people's off-site exercise activity through passive sensory detection. In the framework, we create a novel multi-task spatio-temporal Siamese Neural Network that measures the absolute quality through classification and relative quality based on an individual's PT progress through similarity comparison. PhysiQ digitizes and evaluates exercises in three different metrics: range of motions, stability, and repetition.
Ref-AVS: Refer and Segment Objects in Audio-Visual Scenes
Traditional reference segmentation tasks have predominantly focused on silent visual scenes, neglecting the integral role of multimodal perception and interaction in human experiences. In this work, we introduce a novel task called Reference Audio-Visual Segmentation (Ref-AVS), which seeks to segment objects within the visual domain based on expressions containing multimodal cues. Such expressions are articulated in natural language forms but are enriched with multimodal cues, including audio and visual descriptions. To facilitate this research, we construct the first Ref-AVS benchmark, which provides pixel-level annotations for objects described in corresponding multimodal-cue expressions. To tackle the Ref-AVS task, we propose a new method that adequately utilizes multimodal cues to offer precise segmentation guidance. Finally, we conduct quantitative and qualitative experiments on three test subsets to compare our approach with existing methods from related tasks. The results demonstrate the effectiveness of our method, highlighting its capability to precisely segment objects using multimodal-cue expressions. Dataset is available at https://gewu-lab.github.io/Ref-AVS{https://gewu-lab.github.io/Ref-AVS}.
Maia: A Real-time Non-Verbal Chat for Human-AI Interaction
Face-to-face communication modeling in computer vision is an area of research focusing on developing algorithms that can recognize and analyze non-verbal cues and behaviors during face-to-face interactions. We propose an alternative to text chats for Human-AI interaction, based on non-verbal visual communication only, using facial expressions and head movements that mirror, but also improvise over the human user, to efficiently engage with the users, and capture their attention in a low-cost and real-time fashion. Our goal is to track and analyze facial expressions, and other non-verbal cues in real-time, and use this information to build models that can predict and understand human behavior. We offer three different complementary approaches, based on retrieval, statistical, and deep learning techniques. We provide human as well as automatic evaluations and discuss the advantages and disadvantages of each direction.
Volitional Control of the Paretic Hand Post-Stroke Increases Finger Stiffness and Resistance to Robot-Assisted Movement
Increased effort during use of the paretic arm and hand can provoke involuntary abnormal synergy patterns and amplify stiffness effects of muscle tone for individuals after stroke, which can add difficulty for user-controlled devices to assist hand movement during functional tasks. We study how volitional effort, exerted in an attempt to open or close the hand, affects resistance to robot-assisted movement at the finger level. We perform experiments with three chronic stroke survivors to measure changes in stiffness when the user is actively exerting effort to activate ipsilateral EMG-controlled robot-assisted hand movements, compared with when the fingers are passively stretched, as well as overall effects from sustained active engagement and use. Our results suggest that active engagement of the upper extremity increases muscle tone in the finger to a much greater degree than through passive-stretch or sustained exertion over time. Potential design implications of this work suggest that developers should anticipate higher levels of finger stiffness when relying on user-driven ipsilateral control methods for assistive or rehabilitative devices for stroke.
