3D human motion generation plays a crucial role in game development, extended reality (XR), digital humans, and embodied simulation. Beyond motion generation, practical pipelines include rigging, retargeting, and rendering, making ultra-fast long-term 3D motion generation without compromising quality valuable for real-time interactive applications. Despite promising progress, high-quality long-horizon motion generation under tight inference budgets remains challenging, owing to 2 coupled bottlenecks: (1) generative strategies that require many sampling steps for high-quality 3D motion generation and (2) model architectures with substantial per-step computational and memory costs for long sequences. We present FlashMotion, a co-designed framework for high-quality long-horizon 3D motion generation under a strict inference budget, covering text-to-motion, music-to-dance, and speech-to-gesture tasks. To enhance trajectory-level efficiency, we introduce a 3D motion-space MeanFlow formulation with kinematic and dynamic consistency constraints for few-step generation, together with an Adaptive Soft masking mechanism for temporally coherent motion editing. To improve per-step efficiency, we design a lightweight non-autoregressive BiMamba architecture with condition-guided state selection and AdaIN-based condition fusion mechanism, enhancing cross-modal alignment and generalization to longer motion sequences. Extensive experiments demonstrate that FlashMotion achieves overall state-of-the-art performance in both quality and efficiency across text-to-motion, speech-to-gesture, and music-to-dance generation. Code is available at FlashMotion (this https URL).
https://arxiv.org/abs/2611.13626
Co-speech gestures can increase engagement and improve speech understanding. Yet, most data-driven robot systems generate either rhythmic beat-like motion or semantically meaningful iconic gestures, but not both. We present an emotion-aware rhythmic-semantic co-speech gesture system that generates iconic and beat behaviors in real time from text and the robot's internal emotional state. We formalize the task of beat-iconic gesture generation using emotion and propose lightweight models that predict iconic timing and intensity, then fill the remaining spans with emotion-conditioned beats at an appropriate intensity level. We train on the BEAT2 dataset and deploy the system on the social robot Haru. In an online user study with 60 participants, our method shows stronger speech-gesture alignment and is preferred over baseline methods.
https://arxiv.org/abs/2611.13472
Children's earliest years are a period of intense social learning, during which meaning is built through gaze, gesture, and physical contact. Yet, this critical aspect of social interaction remains under-evaluated in multimodal video understanding, as existing benchmarks prioritize the conversation-driven interactions of adults. We address this gap with \bench ($\textbf{N}$aturalistic $\textbf{E}$arly-childhood $\textbf{S}$ocial in$\textbf{T}$eractions), the first child-centric benchmark for nonverbal social reasoning. \bench comprises \totalvids manually annotated clips ($\sim$12s) curated for diversity across naturalistic settings, cultural contexts, and developmental stages. Beyond a lack of data, targeted model improvement in this domain is hindered by coarse evaluation schemas that conflate basic perception with higher-order reasoning. To resolve this, \bench introduces a compositional schema that builds atomic interaction cues into progressive levels of social reasoning: contextual, behavioral, interpersonal, and open-ended descriptions. Extensive analysis of state-of-the-art Vision-Language Models (VLMs) reveals a stark performance collapse: despite strong contextual recognition, models exhibit substantial gaps in decoding precise behavioral and interpersonal cues. We trace these failures to specific biases, including poor consequence grounding and temporal sensitivity. Finally, we ground \bench in real-world applications by evaluating VLMs using domain adaptation strategies. Ultimately, \bench provides a rigorous testbed for advancing socially grounded artificial intelligence in early childhood. Project page: this https URL.
https://arxiv.org/abs/2611.13213
Millimeter-wave radar resolves the micrometer displacements of a moving body as micro-Doppler, enabling gait, gesture, activity, pose and vital-sign sensing. Each task relies on a downstream model trained on real data, yet radar datasets lag orders of magnitude behind vision and language. Brute-force collection will not close that gap, and existing synthesis methods (forward-only simulators, learned generators and static-scene inverse renderers) cannot fit a real capture of a moving body, leaving a sim2real gap. We present 4D Point Splatting (4DPS), a physics-based differentiable renderer that fits an explicit moving scene to a real capture. Using the synchronized camera to initialize the room and body, we represent the scene as oriented points carrying material, normal and velocity, and splat each point into range and Doppler bins. Our output is the raw complex return a real radar records, so we apply the same signal processing on the rendered data to obtain any representation for training any SOTA downstream model. We fit 235 sequences on HuPR and 100 on RT-Pose, two datasets with different radars. Our reconstructions set the state of the art, with median correlations of 0.940 and 0.830 on range-azimuth, 0.829 and 0.695 on range-Doppler, and 0.988 and 0.966 on micro-Doppler. Our renders also set the state of the art in downstream sim2real gap. On RT-Pose, a pose model trained on them reaches 21.9 cm MPJPE on real data, against 16.7 cm for real training and 127.6 cm for the RF-Genesis baseline, where both the rendered- and real-trained models learn nearly the same features. Our custom CUDA kernels fit a sequence in 5.7 minutes on HuPR and 12.9 on RT-Pose on one H100, making dataset-scale inverse rendering of mmWave radar possible for the first time. This work can enable synthetic data generation for any human-centered downstream task and model, and scene editing for data augmentation.
https://arxiv.org/abs/2611.08342
Recent video world models allow users to explore generated environments through camera navigation. Continuous hand motion provides a fine-grained action channel for interacting with the people and objects encountered during exploration. We present TouchéWorld, a framework that integrates gesture-driven interaction into a camera-controlled video world model. Given an initial image and a scene-description prompt, the model generates video conditioned on temporally aligned camera and hand controls. We construct joint camera--hand training data from heterogeneous egocentric videos through annotation completion, consistency-based filtering, and temporal alignment. Building on a pretrained camera-controlled world model, we combine spatial hand-skeleton conditioning with numerical hand-motion features through parameter-efficient adaptation. Causal adaptation and few-step distillation support chunk-level online generation, allowing users to update their controls based on generated visual feedback. We further introduce TouchéBench to evaluate hand-motion following, camera--hand coordination, online interaction, and object response. Together, these components establish a framework for studying continuous exploration and hand-driven interaction within generative worlds.
https://arxiv.org/abs/2611.06061
Holistic co-speech motion generation aims to synthesize coordinated facial expressions, hand gestures, and body movements from speech, which is challenging due to heterogeneous part-specific dynamics, long-range temporal coherence, and cross-part coordination. Directly modeling high-dimensional motion can be unstable, while overly compact or unstructured latent spaces may lose fine-grained motion details. We present \textbf{TalkFlow}, a structured latent flow framework for speech-driven holistic motion generation. TalkFlow learns a continuous three-stream latent representation for upper-body motion, lower-body motion, and facial expressions, preserving part-specific dynamics without forcing heterogeneous motion components into a single latent space. To maintain holistic coordination, lightweight cross-stream interactions are incorporated in both latent representation learning and flow-based generation. Conditioned on multi-level speech features, TalkFlow performs speech-conditioned latent flow matching, learning a continuous transport process from source latents to realistic motion latents. Experiments on the BEAT2 dataset demonstrate strong performance across facial expression accuracy, body gesture quality, and speech-motion synchronization. Qualitative comparisons and user studies further show that TalkFlow generates more natural, expressive, and speech-aligned holistic motion than state-of-the-art methods. The project page is available at this https URL.
https://arxiv.org/abs/2610.40972
Manipulation policies are evaluated predominantly by binary task success, which cannot tell whether the commanded gesture is the one the object's kinematics admit. We introduce Constraint-Referenced Strategy (CRS), which projects the commanded end-effector twist onto the object's joint axis, separating progress along the joint from off-constraint waste. CRS requires a joint model and a joint-following scripted controller derived from it, but no recorded demonstration or learned judge. On 74 simulated articulated objects, success registers three transfer failures as lower rates but attributes none, while the two CRS channels give each a distinct signature. A door-trained behavior-cloning policy opens drawers in 59 of 110 episodes, and in these passes it commands about $40\times$ the off-axis rotation of a drawer-trained policy's passes ($1.27$ vs.\ $0.032$~rad/s). Relative to a scripted controller scored with the same axis, CRS verdicts are unchanged under joint-axis errors up to $30^\circ$; absolute thresholds tolerate about $8^\circ$.
https://arxiv.org/abs/2610.37550
Failure diagnosers for robot manipulation are increasingly vision--language models (VLMs), trained and evaluated on single-arm failures produced by perturbing a successful demonstration. Bimanual tool use adds failures of other kinds: a tool that slips out of its socket while still held, two correct gestures made at different times, and attempts that fail for two reasons at once. On a simulated bimanual tool-use task whose failure causes are read from the recorded trace, we measure what each sensing channel lets a diagnoser tell. The tool's slip is read on the tool hand; which hand was late is read on both arms, while a sensor on one hand reads its own hand's delay and at most part of the other's; and whether a late attempt was also pushed too weakly is not identifiable from passive sensing when the tool hand is late. Within two attempts, a repair policy that escalates when the cause is not identifiable repairs as many failures as one told the true cause. A VLM's internal state carries the late hand almost perfectly, along a direction no closer to the one its answer reads than a random one; whether the answer reports it depends on the wording of the question.
https://arxiv.org/abs/2610.37533
Do vision models encode the transition $2{\to}3$ the same way whether it appears in handwritten digits or in hand gestures, and do they "understand" that clean${\to}$dirty is the same transformation regardless of whether it is applied to a kitchen or a carpet? The linear representation hypothesis (LRH) answers this for language models: concept changes correspond to directions in (language) embedding space. In vision, the same concept can manifest in visually unrelated "regimes" that rarely co-occur: images of digits and hands do not share much in common in pixel space. To understand whether vision models still encode the underlying abstract concepts, we study 46 vision encoders across architectures, training objectives, and scales, on 10 concept families including numerosity, age, object identity, and MIT-States attributes. Within each regime, we find statistically significant concept directions near-universally across our tested models. However, two distinct regimes do not always share the same concept direction. Several models learn multiple linear structures for the same concept transition, split across regimes. We call this phenomenon "fragmented linearity": strong local linearity coexisting with near-absent global linearity. Fragmentation is, however, not fixed: models with stronger local linearity progressively escape it (local-global linearity correlated with $\tau \in [0.38, 0.89]$ across all concepts), and where global linearity does emerge, concept directions can transfer as linear probes across regimes.
https://arxiv.org/abs/2610.35857
Browser agents do not just need more practice. They need to practice the right things. We introduce MiniWeb, a realistic miniature of the web comprising 65 interconnected websites across 15 domains, where agents navigate, search, and transact as people do. Its 369 human-annotated tasks cover everyday workflows and label 37 reusable interaction primitives grouped into 7 skill families, allowing us to diagnose which skills fail rather than only whether a task succeeds. Benchmarking ten open-weight agents, we find that drag & gesture is consistently the weakest family, with no agent solving more than 24% of its instances. To address this gap, we introduce MiniWebGen, a framework that autonomously generates verified, skill-centric training data from MiniWeb. Fine-tuning Qwen3.5-4B on just 3.1K verified trajectories improves single-primitive success by 24.9pp across 13 unseen websites, with gains across every skill family. However, these trajectories teach short-horizon interactions, which do not directly translate to full-task success. We build on this result with MiniWebAgent, which pairs the trained executor with a planner that decomposes full tasks into the skill-level steps it learned to perform. This approach improves task success by 19.4pp points on unseen MiniWeb sites and transfers to external benchmarks, with gains of 9.3pp on WebArena-Lite, 16.1pp on Online-Mind2Web, and 20.0pp on WebVoyager, without training on their trajectories. We provide a simple recipe for compact browser agents: practice reusable skills directly, then compose them to solve unfamiliar tasks.
https://arxiv.org/abs/2610.35823
Expressive robot motion positively impacts human-robot interaction by improving user engagement, likability, or task performance. We present a novel approach to automatically generate and modulate complex, expressive full-body gesture sequences from a multimodal (text, audio, video) context description. Based on a unified mathematical implementation of the Principles of Animation using Dynamic Movement Primitives, we use multimodal foundation models to generate such sequences along with parametric motion variations that are highly context-aware. This method extends the state of the art in terms of flexibility and generality by being interpretable, composable, and working across different robot morphologies. Moreover, we integrate the system into a continuous control framework and leverage knowledge distillation to learn a much smaller model, significantly improving token efficiency and system latency. Results from a user study with a human-like platform indicate that participants judged our system's motions to be better aligned with the interaction context than motions produced under a non-modulated or API-level condition. We also demonstrate how the system generates expressive motion for robots with different kinematics, showcasing its versatility. Paper webpage: this https URL.
https://arxiv.org/abs/2610.35615
Hand landmarks serve as input for gesture recognition, sign language understanding, and touchless human-computer interaction. Yet hand pose estimators are typically evaluated with frame-wise localization metrics such as PCK or MPJPE, which are computed over matched predictions and overlook missed or spurious hands, handedness errors, and temporal instability. To address these limitations, we present VERA-Hand, a benchmark that evaluates estimators using manually verified, frame-level 2D annotations for 10,690 hands across four complementary dimensions (detection, localization, identification, and temporal stability), as well as a joint Pose-F1 metric that requires both correct detection and accurate localization. Evaluating six estimators spanning hand-specific, whole-body, reconstruction-based, and foundation-model paradigms, we find that no estimator dominates: rankings reorder sharply across dimensions. VERA-Hand also exposes failures that localization-only and downstream evaluations may not reveal, including cross-hand overlap in over 85% of frames for a recent foundation model. A post-hoc cleanup case study demonstrates how the benchmark can validate corrective interventions, while stratified analyses show that robustness varies across motion-blur classes and hand regions. We release the verified annotations, protocol, and code at this https URL
https://arxiv.org/abs/2610.32517
Human-centric audio-visual editing requires precise alignment of lip movements, gestures, and expressions with speech. Existing methods process inputs through independent video and audio pipelines, preventing cross-modal interaction between visual editing and audio dubbing. Many of these pipelines further rely on mask-based inpainting. As a result, they suffer from poor lip-audio synchronization, cumulative pipeline errors, and an inherent mask-size dilemma. We present AVE, the first unified end-to-end framework that jointly performs reference-guided person swapping, insertion, and deletion across both audio and video modalities without requiring spatial masks. To overcome data scarcity, we design a synthesis pipeline and introduce AVE-Dataset, the first audio-visual editing dataset to provide 100K pairs with appearance and voice references. By combining Synthetic-to-Real reconstruction with preliminary audio warm-up, our framework transcends synthetic pipeline limits and mitigates audio-video token imbalance. AVE outperforms modality-separate audio-visual editing pipelines in editing realism, temporal consistency, and audio-visual alignment.
https://arxiv.org/abs/2610.27947
In robot-assisted education, a robot must understand how to complete a task in order to effectively guide a student through it. We present a novel method that enables a semi-autonomous, camera-equipped robot to recognise the task goal and plan actions to achieve it. Our work focuses on Shoebox Tasks, an activity commonly used in the education of individuals with Autism Spectrum Disorder (ASD). These tasks are designed so that the goal can be inferred directly from their visual structure. We have developed a solver that uses a vision-based Large Language Model to convert photos of a Shoebox Task into a Planning Domain Definition Language (PDDL) representation and generate action plans for solving it. We have also implemented a robotic interface that enables a Nao robot to autonomously execute various Shoebox Tasks and assist a student by suggesting next steps or signalling detected failures through action demonstrations, voice commands, or gestures. With an adapted robotic interface, the solver can be integrated into a variety of educational robots. No programming expertise is required from teachers, and the solver operates exclusively on captured images as input. Research in special educational needs indicates that students with ASD can benefit substantially from robot-assisted teaching, and our system aims to strengthen these learning opportunities while also fostering interest in robotics among individuals with ASD.
https://arxiv.org/abs/2610.27162
An event camera emits events at a rate given by the scene motion, object texture, illumination, its own contrast thresholds, and other settings. Across the N-Caltech101 dataset, recorded by a single event camera, the event rate varies by roughly 26x. Standard event-based Graph Neural Network GNN pipelines do not make use of the variable event rate. They either normalize each event's timestamp into a fixed window or train the network to be invariant to the event rate. We argue that both choices lose information that could instead be used to improve the performance of a pipeline. Per-recording normalization is non-invertible, incurring about 6pp (percentage points) of natural-rate accuracy loss in our setting. And invariance training trades accuracy for robustness to shifts in the event rate. We instead take a different path and condition on the event rate directly. We add a per-recording log-rate scalar that modulates every stage of a PointNet++ backbone through Feature-wise Linear Modulation (FiLM), initialized to identity, so that training begins at the unmodified baseline. A two-stage curriculum (natural event rates first, then rate-augmented fine-tuning) reaches 67.2% on N-Caltech101 (+6.3pp) and 82.5% on DVS128 Gesture (+14.0pp) with an additional ~0.2M parameters. A matched-capacity control experiment shows that the gain is not from the increase in model capacity but from the rate conditioning. We will make the implementation publicly available upon acceptance of this work.
https://arxiv.org/abs/2610.26933
Understanding human communication is a long-standing goal in psychological research. People express themselves through many verbal and nonverbal channels: posture, gesture, gaze, facial expression, and speech. Measurement and annotation of these signals has traditionally required time-consuming manual work by trained human labellers. The Nonverbal Interpersonal Communication Exploration (NICE) Toolbox is a free, open-source Python framework that automatically measures these signals by combining existing state-of-the-art computer vision and speech-processing methods into a single software package. It includes support for multi-camera systems, interchangeable detection algorithms, 2D and 3D visualization of detector outputs, evaluation on the user's custom data, and export to third-party software. With the release of this tool, we aim to make data exploration of interpersonal communication signals scalable, reproducible, and accessible for psychological research.
https://arxiv.org/abs/2610.21786
Human face-to-face conversation requires coordinating speech, gestures and expressions across both speaking and listening. We present ELLSA 2, an end-to-end full-duplex dialogue model that jointly optimizes speech interaction and streaming gesture-expression generation. An autoregressive, chunk-wise synthesizer combines pretrained acoustic features with distinct listening and speaking hidden states from the dialogue backbone and speech synthesizer, enabling continuous non-verbal generation even when the model is verbally silent. To translate dialogue understanding into vivid semantic gestures, we introduce contextual semantic calls and template guidance, separating whether to invoke an available semantic gesture from how to realize it. We also establish a curated data and evaluation pipeline for dialog-aware co-speech gesture generation and investigate reference-based multimodal large language models (MLLMs) as automatic judges. Experiments show that ELLSA 2 remains highly competitive with open-source full-duplex speech interaction models and outperforms cascaded baselines across dialog-aware gesture and expression metrics. Semantic template guidance further significantly improves semantic gesture quality. Strong system-level correlations with human judgments support these reference-based scores as useful preliminary metrics for full-duplex and semantic gesture assessment. Together, these results advance dialogue modeling from spoken responses toward coordinated multimodal interaction.
https://arxiv.org/abs/2610.21452
Wrist-worn inertial measurement units (IMUs) provide a common sensing modality for tasks ranging from activity and gesture recognition to pose estimation, inertial odometry and clinical motor assessment. Existing wearable benchmarks evaluate performance across multiple tasks, but leave open how supervision for one task affects transfer to others and whether these tasks benefit from a shared representation. We present IMU-Bench, a benchmark of ten tasks from eight datasets for studying IMU multi-task performance and cross-task transfer. We compare six self-supervised methods pretrained on unlabeled recorded and simulated wrist motion, evaluating classification, pose and velocity estimation, and IMU-language retrieval. We find that our masked autoencoder, InrtlWrist, achieves the best or joint-best frozen-probe performance on nine of ten tasks, and fine-tuning improves on training from scratch on nine of ten tasks, including full-body pose, odometry and retrieval. Across transfer and joint-training experiments, supervision that benefits one target can reduce performance on others, with supervised sources transferring within kinematic estimation while, under frozen probing, none approaches the pretrained encoder on language retrieval, and joint-training gains that come at a cost to the paired task. These findings distinguish broad downstream usefulness from complementary task supervision. Code, task cards and a leaderboard are publicly available.
https://arxiv.org/abs/2610.19481
We present Kandinsky S2V 1.0, an open family of speech-to-video models for controllable audio-driven human animation, comprising Kandinsky S2V 1.0 Lite (2B parameters) and Kandinsky S2V 1.0 Pro (21B parameters). From a single reference image, a speech waveform, and a text prompt, the models generate long-form 25 FPS video in which lip motion, expression, pose, and gesture follow the speech. The architecture draws text and audio conditioning from one Qwen2.5-Omni model and adds a reference-aware three-scale visual memory. Training starts from the Kandinsky 5.0 Video foundation models [1] and combines mixed reference-memory layouts with an area-adaptive face loss. The training corpus contains 1.17M single-speaker clips selected by active-speaker detection, with captions generated directly in English and Russian. A side-by-side human evaluation against the strongest open-source baseline and two proprietary commercial models shows that Kandinsky S2V 1.0 Pro performs comparably to or better than these models on average and is also preferred for lip synchronization. On common speech to video benchmarks, Kandinsky S2V 1.0 Lite and Kandinsky S2V 1.0 Pro rank among the top performing models according to mean rank over five reported metrics. Beyond the base models, we provide {\pi}-Flow distilled variants of both Kandinsky S2V 1.0 Lite and Kandinsky S2V 1.0 Pro. The distilled Kandinsky S2V 1.0 Pro model generates video in 16 sampling steps without classifier-free guidance, achieving a 5.4 times end-to-end speedup over the base model, while matching or exceeding it on nearly all reported benchmark metrics. To accelerate open research and deployment in speech-to-video generation, we release the code, model checkpoints, and diffusers integration under the MIT license.
https://arxiv.org/abs/2610.19290
Co-speech gesture video generation aims to synthesize realistic, audio-driven portrait videos from a single reference image and a speech signal. Despite advances in visual quality, diffusion-based approaches still suffer from degraded local details and imperfect audio-visual alignment. We present PAGE (Parts-Aware GuidancE), a general, backbone-agnostic optimization framework for diffusion-based generation that enhances local spatial fidelity and global audio-visual consistency at both the training-objective and denoising-trajectory levels. During training, we propose Parts-Specific Reweighting (PSR), which adaptively increases supervision in semantically important regions such as lips, eyes, and hands, improving visual fidelity in perceptually critical areas. During inference, we introduce Consistency Classifier Guidance (CCG), an audio-conditioned latent classifier that identifies and corrects audio-visual inconsistencies in the generated video. We further design Differential Guidance (DG), an efficient inference strategy that refines facial and body motion separately while avoiding cross-region interference. To enable large-scale evaluation, we construct the Chinese Announcer Speech (CAS) dataset, the first comprehensive Chinese benchmark for co-speech gesture portrait video generation. Compared with the widely used PATS dataset, CAS includes substantially more identities, video clips, and scene diversity. Extensive experiments on both PATS and CAS demonstrate that PAGE achieves state-of-the-art performance in perceptual quality, gesture diversity, and audio-visual alignment. Project page: this https URL.
https://arxiv.org/abs/2610.13301