Understanding natural human instructions is crucial for deploying robots in human-centric environments. We study multimodal instruction grounding, where language and gesture provide complementary but uncertain cues. We present MIGU, a modular framework that combines semantic and geometric evidence into a unified grounding belief and connects it to manipulation planning. MIGU constructs a 3D geometric likelihood by propagating viewing-direction and depth uncertainty through eye-finger geometry while accounting for hand-direction estimation error. A vision-language model (VLM) provides semantic priors over candidate objects and regions, which are combined with the geometric likelihood through Bayes-inspired fusion. The resulting belief supports behavior planning to either proceed directly to downstream planning or request clarification. Grounded targets then define goals for mobile manipulation and tabletop task-and-motion planning. On a real-world benchmark, MIGU outperforms all evaluated baselines, while ablations support the benefit of explicit multimodal uncertainty modeling. Project website: this http URL
https://arxiv.org/abs/2609.24995
Real-time embodied companion interaction requires a robot to infer user intent from streaming speech, generate timely responses, and execute expressive, interruptible motions. Existing systems typically decouple dialogue orchestration from gesture synthesis, relying on offline motion generation from complete audio. This separation leaves open how a deployed robot can dynamically synchronize response content, prosodic timing, and physical safety under incremental inputs and uncertain turn boundaries. We present MIRA, a unified framework for full-duplex embodied companion interaction. Given streaming user speech, dialogue history, and vocal affect, MIRA predicts both the response text and an explicit embodiment cue. Discrete social behaviors (\eg listening, greeting) are mapped to validated robot trajectories, while open-ended speaking is paired with streaming, co-speech motion. This generative motion is governed by a predict-more-than-commit sliding window that provides temporal look-ahead for motion continuity while limiting physical commitment to a short, cancellable prefix. Crucially, we design CORTEX, a dual-timescale interaction policy that manages low-latency streaming and deliberative turn decisions, backed by a robot-side execution layer that enforces physical safety constraints at the control rate. We deploy MIRA on an Astribot S1 humanoid robot. Quantitative evaluations demonstrate competitive audio-motion alignment relative to state-of-the-art motion-generation baselines, while real-robot deployment measurements characterize streaming responsiveness and interruption handling.
https://arxiv.org/abs/2609.24547
Socially competent humanoid robots must communicate affect and intent through gesture as well as speech, yet open-ended interaction must become motion that is both expressive and executable on a specific body. This demands semantic flexibility for contextual social intent while preserving deterministic, embodiment-aware robot control. We present EmoPose, a vision-language model (VLM)-guided framework that bridges this gap through an executable semantic interface. Given language, dialogue history, and optional visual context, the VLM selects an ordered gesture plan containing a communicative class, library variant, intensity, and speech anchor. A scalable robot-owned motion library defines the available expressive vocabulary and the source of 14-DoF joint targets. Pose Studio supports automatic trajectory generation, MuJoCo preview, and automatic synchronization of new library entries with the VLM guide; deterministic robot-side modules validate plans, construct trajectories, schedule gestures, and manage queueing and interruption. This division lets the interaction repertoire grow for new social contexts without changing the control interface or delegating raw joint commands to the foundation model. On the EmoPose-Bench, structured GPT-5.5 planning reaches $98.25\pm0.52\%$ on the Easy tier and $76.50\pm0.54\%$ overall, exceeding same-model direct-label prompting. Further tests validate dialogue-context use and ordered multi-action composition. The system completes the nominal MuJoCo suite and realizes all 29 authored variants on the physical Unitree G1. A four-stop laboratory tour demonstrates expressive narration with interruption, camera-grounded dialogue, and navigation.
https://arxiv.org/abs/2609.23414
Underwater human--robot interaction requires gesture commands that are both easy for divers to use and reliable for robots to recognize. We investigate these aspects through a closed-loop diver--robot interaction framework integrating a compact seven-gesture vocabulary, lightweight landmark-based recognition, and command-level interaction logic. We evaluate the framework through a user study and underwater robot experiments in a laboratory tank and a swimming pool. The user study supported the reproducibility of the gestures after brief learning. Recognition analysis further showed that visual similarity was associated with gesture confusion, while intermediate poses during gesture formation introduced temporal ambiguity. Command-level processing mitigated the effects of transient recognition errors on robot execution, reducing unintended triggers and premature task interruptions. These findings show that reliable underwater gesture interaction depends on human usability, gesture recognizability, and execution reliability in underwater interaction.
https://arxiv.org/abs/2609.23392
Generating natural co-speech gestures from streaming speech is essential for embodied conversational agents, where motion must be produced while a user is still speaking. Recent streaming gesture systems make online generation possible by autoregressing over discrete motion tokens, but this design compresses high-dimensional continuous motion into finite codebooks and can limit the realism and diversity of generated gestures. To preserve both causality and continuous expressiveness, we propose \textbf{GestureFAR}, a flow-autoregressive framework for streaming co-speech gesture generation. First, GestureFAR autoregresses over causal continuous motion latents, using a transformer to model streaming audio-motion context and a per-token flow-matching head to sample the next latent from a continuous distribution. Second, we introduce a head-only flow distillation strategy that freezes the causal backbone and distills the multi-step per-token flow head into a single network evaluation using consistency and distribution-matching objectives. This keeps the model token-causal while removing the main latency bottleneck for live interaction. Experiments on BEAT2 show that GestureFAR significantly improves the quality--latency trade-off among streaming-capable methods, preserving strong gesture quality while enabling real-time token-causal generation. Project Page: this https URL
https://arxiv.org/abs/2609.21576
Imitation-learned vision--language--action (VLA) foundation models acquire broad manipulation capabilities by scaling robot data across tasks and embodiments, but reliable deployment on a specific downstream task and hardware platform still requires post-training. Dexterous hands make this adaptation particularly difficult: their broad behavioural repertoire and high degree of freedom create a large and structured action space. Three obstacles are central: open-source VLAs do not natively provide an action interface for high-DoF hands; gesture mismatch during human-gated DAgger takeover creates command discontinuities and contaminates corrective trajectories; and reinforcement learning in the raw joint space is sample-inefficient. We present a unified four-step post-training pipeline comprising a learned temporal hand-action codec, supervised fine-tuning, DAgger, and real-world residual reinforcement learning. The codec adapts a pretrained VLA to absolute dexterous-hand commands. Buffered rollback, pose alignment, and smooth command blending enable continuous, task-relevant DAgger corrections, while latent residual RL confines exploration to coordinated hand motions captured by the codec. We evaluate the pipeline on five diverse real-world tasks spanning bimanual transfer, in-hand reorientation, and tool use. Within the reported post-training budgets, the resulting policies achieve 100\% success on every evaluated task over 20 trials per task. These results provide a practical path for adapting VLA foundation models to reliable real-world dexterous manipulation.
https://arxiv.org/abs/2609.19666
Safety and comfort in human-robot physical in-teractions are essential aspects in the development of social technologies, where natural gestures, such as handshakes, represent a challenge due to their direct physical contact. The implementation of series elastic actuators (SEA) to absorb impacts is proposed as a design strategy that favors safer interactions. This paper presents an experimental study aimed at evaluating how the incorporation of SEAs in robotic arms influences perceived safety and the interaction experience dur-ing handshaking. The design allows a direct comparison of the effect of rigidity versus the incorporation of elastic elements, in order to identify the advantages of SEAs in improving the physical safety and social acceptance of robotic systems in everyday contexts. The experiment was carried out with 10 volunteers (6 men and 4 women), who performed two interactions with each robotic arm: one with rigid joints and the other with flexible joints using SEA. During testing, objective data on end-effector trajectories were collected, as well as subjective information through a perception survey focused on safety, naturalness, and confidence during the handshake. The survey results show increased perceptions of safety and comfort with the SEA-equipped arm, supporting its potential to facilitate safer and more socially accepted human-robot interactions.
https://arxiv.org/abs/2609.19375
A central challenge across control and learning is the design of mechanisms regulating the interactions between humans and autonomous agents. Inspired by the free energy principle from computational neuroscience, we introduce a control-theoretical framework to integrate human preferences online into an agent policy. We turn the framework into an open control architecture and validate our approach using a human-in-the-loop experimental testbed involving a rover navigating via onboard sensing. The human, remotely located and equipped with virtual reality headsets, shares the same sensory information as the rover. Human preferences are provided to the rover via gestures which introduce both cooperative and competitive interactions between the agent goal and the preferences. The experiments show that interactions are regulated, validating the proposed approach.
https://arxiv.org/abs/2609.18853
Robotic systems operating in dynamic environments require visual perception that evolves continuously with the incoming sensory stream. Event cameras provide microsecond temporal resolution and asynchronous sensing, but most learning-based methods accumulate events into frames or temporal bins, introducing an integration delay that can limit fast reaction. Here we propose REACT, a fully spiking state-space model for event-driven temporal perception that processes raw events one by one, without temporal accumulation. REACT uses a complex-valued spiking neuron, C-SiLIF, whose continuous-time dynamics are driven by the physical inter-event interval, allowing its internal state to evolve at the temporal resolution of individual events. We evaluate REACT on gesture recognition and time-to-collision (TTC) estimation from full-field event streams, without a target bounding box or localization input. On EvTTC, REACT achieves a 9.59% relative TTC error with 4.6 ms end-to-end inference latency, within 0.15 percentage points of the best learned method while requiring no target prior. At the dataset's mean approach speed, this latency corresponds to only 4 cm of vehicle motion, compared with 1 m for the fastest competing learned method. REACT further supports anytime TTC prediction, zero-shot transfer to a different driving sequence, and INT8 quantization, reducing the estimated energy consumption from 18.5 to 2.8 mJ per 32,768 events. These results show that event-driven spiking state-space dynamics can provide low-latency, continuously updated temporal perception for reactive robotic systems.
https://arxiv.org/abs/2609.19204
Capturing hand motion and interaction forces is critical for interactive computing, VR, and high-fidelity tactile demonstrations for robot learning. We introduce a wrist-worn pressure-sensing wristband that recovers continuous full-hand pose and distributed contact force on a single wearable. The system consists of flexible capacitive sensor arrays around the wrist, which require no electrical skin contact, and a recurrent network that maps the resulting pressure signal to hand state. Our key insight is that muscle contraction and tendon displacement produce pressure patterns, which correlate strongly with hand pose and interaction force. To validate this, we collect synchronized recordings of wrist pressure, optical motion-capture hand pose, and tactile-glove interaction force, covering isolated finger motion, fingertip-force stress tests, and natural hand-object manipulation. On isolated single-user motion the wristband attains $4.6^\circ$ mean finger-joint MAE, and across four users manipulating everyday objects it estimates per-finger contact force at $R^2=0.57$, which an external pose signal brings up to $0.75$. We see the wristband as one node in a constellation of everyday wearables -- e.g. paired with an egocentric camera -- adding the contact force that vision cannot observe and taking over when the hand is occluded.
https://arxiv.org/abs/2609.16518
This paper presents Auto-HSI, a method for generating personalized human-swarm interaction (HSI) interfaces on demand. The objective is to enable untrained operators to use natural language descriptions and gesture demonstrations to explain how they want the robots to collectively behave in response to their gestures. Based on these inputs, the code should automatically be generated for personalized state machines that will control the robots as desired, in response to the desired gesture inputs. In the developed Auto-HSI prototype, the generated code produces a personalized interface for centralized control using one- and two-handed gestures, enabling a user to teleoperate the robots' motion, formation shape, and shape deformation. We test the gesture tracking and code generation components of Auto-HSI against performance benchmarks. We then test the full Auto-HSI prototype in ``live'' operation experiments, in which real human operators centrally control 50 simulated robots in a physics-based simulator, under nominal and noisy conditions. In these experiments, robots are teleoperated to: score a goal, traverse a maze that requires shape deformation, and score two simultaneous goals by splitting into two groups. We also demonstrate a real human operator making live updates to their personalized Auto-HSI interface during operation (in simulation). Finally, we demonstrate live operation of real robots.
https://arxiv.org/abs/2609.16346
Event pipelines often discretize asynchronous timestamps before learning. This step looks harmless, but its stability depends directly on temporal resolution. We study this dependence at the representation level. We first show that hard temporal binning is discontinuous: an arbitrarily small timestamp shift near a boundary can move unit event mass between bins. We then define a class of nonnegative, mass-preserving, resolution-faithful continuous encoders and prove that every encoder in this class has global L1 sensitivity at least 2/Delta, where Delta denotes bin width. Linear two-bin interpolation attains this limit. Local support and first-moment preservation also make it unique. Experiments on SHD, N-MNIST, and DVS128 Gesture support the analysis. Across uniform timestamp budgets, linear interpolation lowers mean representation drift by 47-72% while keeping clean accuracy nearly unchanged. On DVS Gesture, it produces zero prediction flips across all tested budgets and three seeds. On SHD, measured drift follows 1/Delta with R^2 = 0.992.
https://arxiv.org/abs/2609.22295
Virtual worlds now host classrooms, meetings, conferences, shops, and social venues, and nearly every interaction they expose assumes a user who can scan a three-dimensional scene, follow avatars, and read floating panels. Blind and visually impaired (BVI) users are left with assistive tools that each solve one task in isolation: naming an object, reading text, describing a scene, or planning a route. A live virtual room defeats that model: obstacles, speakers, gestures, chat, slides, and notifications arrive together, and a tool that narrates all of them trades a visual barrier for an auditory one. This paper presents MetaBlind, an architecture that distributes nonvisual access across eight specialized agents, spanning perception, navigation, social and object interaction, communication, safety and trust, memory, and personalization, and that places an Accessibility Orchestrator between those agents and the user. Agents publish candidate information into a shared accessibility context instead of speaking to the user directly. The orchestrator scores each candidate on safety relevance, goal relevance, urgency, confidence, user relevance, and estimated listening load, then releases only the items it judges relevant at that moment through speech, structured audio, or haptic output. We give the selection step a formal statement, specify the orchestration cycle as an algorithm, and define an evaluation protocol against a single-agent assistant. MetaBlind is reported at the design stage, with no prototype measurement or user study, and the protocol states which outcomes would support the design and which would refute it.
https://arxiv.org/abs/2609.14512
Personal robots should adapt their co-speech gesture style to a new user without requiring model retraining. We present a training-free personalization pipeline that combines a frozen audio-conditioned diffusion prior with a gesture style encoder and lightweight conditioning adapters. The encoder is first trained to discriminate speaker identities and then jointly refined with the adapters using the diffusion objective, enabling a reusable style embedding to be extracted from approximately 10 seconds of enrollment motion through a single forward pass. To support this setting, we also release a Quest~3 capture application and a dataset of spontaneous co-speech motion from ten participants. We evaluate the system on held-out speakers using Style Recognition Accuracy (SRA) and Fr'echet Gesture Distance (FGD) to measure personalization and motion quality. Our approach improves SRA from 27.6\% for the frozen prior to 69.5\% while preserving motion quality (FGD 34.2 versus 34.8), and replacing the enrollment embedding with another person's reduces SRA to 11.4\%. The generated gestures are retargeted to a physical NAO robot, and this improvement also transfers to the robot deployment setting, where speech is synthesized using five TTS voices, retaining 67.3\% SRA.
https://arxiv.org/abs/2609.13876
Due to the complexity of hand kinematics and self-occlusion, existing 3D hand pose estimation methods based on single depth images struggle to comprehensively model the topological dependencies among hand joints. Furthermore, traditional hierarchical multitask architectures enforce a shared feature space for both 2D joint localization and depth estimation, which can induce mutual interference. To address these challenges, we propose a Kinematics-Aware Decoupled Learning Network (KAD-Net) for robust 3D hand pose estimation. Specifically, we first design a Finger Topology Constraint (FTC) module to enhance the representation of distal joints. This module utilizes three consecutive finger joints to construct a local kinematic representation to impose topological constraints, which supplements the kinematic features of the distal joints. The FTC module leverages the structural context from visible joints to assist in locating occluded distal joints, thereby improving robustness to occlusion. Additionally, we propose a task-decoupled hierarchical multitask framework. This framework separates 2D joint localization from depth estimation and incorporates a dedicated multitask learning strategy for depth regression, effectively isolating the UV and depth features to mitigate mutual interference and negative transfer. Extensive experiments demonstrate that KAD-Net outperforms existing methods on several benchmark datasets (ICVL, NYU, and MSRA), achieving state-of-the-art accuracy in 3D hand pose estimation. Potential applications of KAD-Net include human-computer interaction, virtual reality and gesture-based control systems.
https://arxiv.org/abs/2609.12559
Gesture recognition on video is normally posed as classification: label each frame, then act on the label. That is adequate for control, where a command may be obeyed several frames late without a user noticing, and inadequate for synchronisation, where an output must be aligned to the frame on which the gesture physically occurred. We take the synchronisation problem for one common movement, the rotation of an open hand about its long axis, and show that it admits an exact solution needing no classifier, no training data and no calibration. Let s be the normalised two-dimensional cross product of the two palm edges at the wrist and the outer knuckles, under the projection the camera already performs. We prove that s factorises as k(theta)cos(theta) with |k| > 0 everywhere, so s vanishes exactly when the palm is edge-on and its sign tracks the face presented to the camera. Detection is therefore a zero crossing of one scalar, which yields an instant rather than an interval, and we prove the criterion invariant to image mirroring, hand scale and handedness, all from its algebraic form rather than from the landmark estimator. A two-handed interaction uses four fingertips as a window onto a restyled version of the same scene. We give a coverage predicate that stays correct when the hands cross, where the usual triangulation does not, and derive each free parameter of the three stylisation operators from a noise statistic rather than by inspection. Against a corpus with exact ground truth the criterion detects 95% of flips with no false positive in 240 near-miss sequences, and places each within 6.7 ms on average of the instant it occurred, a sixth of the interval at which the hand is observed, against 23.0 ms for reporting the bracketing sample. Reporting an event more finely than one samples follows from treating a gesture as the zero of a continuous quantity rather than a label.
https://arxiv.org/abs/2609.13269
Human-robot interaction (HRI) enables intuitive and intelligent collaboration between humans and robots in real-world environments. This paper introduces a humanoid robot prototype designed as a flexible testbed for developing and integrating artificial intelligence (AI) modules in HRI tasks. The system features a 12 degree-of-freedom (DOFs) dual-arm mechanism and a 2 DOFs head with an expressive LCD screen to express facial emotions. All hardware components are controlled by a custom-designed controller board with real-time AI processing supported by an onboard Jetson module. The system incorporates three AI modules: (1) gesture recognition using MediaPipe Pose and an LSTM classifier, (2) object detection with YOLO and 3D localization, and (3) voice-command processing through speech recognition and large language model(LLM)-based semantic parsing. The platform is validated through experiments on positioning accuracy, with results showing average manipulation errors of approximately 1.83 cm. To demonstrate its versatility, experimental results show over 90% task accuracy, with gesture recognition reaching 96%, speech recognition reaching 92%. The results confirm the effectiveness of the proposed system as a reproducible and accessible humanoid platform for research and prototyping in HRI.
https://arxiv.org/abs/2609.05361
Automotive infotainment validation still relies on manual testing, slow, costly, and incompatible with agile releases and OTA updates. Scripted automation only partly helps: it couples test logic to implementation, yielding brittle, high-maintenance suites. Existing LLM-driven frameworks mostly target web/mobile apps, using single- or dual-agent setups that overload one or two models with perception, planning, action selection, and validation at once, prone to hallucinations and unproductive exploration loops given infotainment complexity. We present ARIA (Autonomous Real-time Infotainment Assessment), a multi-agent LLM framework that autonomously runs end-to-end tests on Android infotainment systems via visual interaction, using a closed-loop pipeline of four specialized agents per step plus a report stage. From single-sentence scenarios (path, action, expected outcome), ARIA runs the interactions and produces reports, reproducible scripts, and visual evidence per step. Evaluated on a manufacturer's physical Android infotainment system across 30 scenarios, ARIA completed 28 (93.3%) with a verdict (2 errored), 20 of which (71.4%) matched ground truth. It caught all 5 known defects, no fault passed as working; its 8 false positives stem from navigation/image limits and unsupported gestures, showing multi-agent LLMs can run infotainment tests industrially while exposing the cost of a low false-positive tolerance. A single-agent baseline confirms the multi-agent design's value: on the first pass, before stronger-model revisitation narrows the gap, it shows a far higher false-positive rate (72.0% vs. 52.6%), conflating navigational difficulty with system failure. We report first-pass/post-revisitation results, token/call/cost per scenario, and show via repeated runs that stability tracks complexity, with fault detection perfectly consistent, pointing to CI integration of visual testing.
https://arxiv.org/abs/2609.04913
Robots interacting with people must recognize not only explicit commands, but also social cues such as invitations, refusals, and unavailability. In real deployments, these cues must be inferred from noisy onboard perception under partial occlusion, changing viewpoints, and strict latency constraints. We present SocioGesture, a real-time adaptive social gesture perception system for human-robot interaction (HRI). SocioGesture uses a compact confidence-aware body-hand skeleton representation and a lightweight dual-stream model that fuses body motion with hand articulation for low-latency onboard recognition. To improve deployment robustness, we train the model with occlusion-aware skeleton corruption, exposing it to missing hands, occluded arms, and temporally unstable keypoints without increasing the inference cost. On a social gesture dataset collected in mixed indoor-outdoor HRI scenarios, SocioGesture achieves strong held-out-subject recognition, substantially improves robustness under structured joint occlusion, and runs in real time on a robot-mounted edge device. During deployment, uncertain interaction segments are saved for offline labeling and adaptation, enabling SocioGesture to expand its gesture vocabulary while preserving performance in the original classes. These results demonstrate a practical path toward robust, efficient, and adaptive social perception for interactive robots.
https://arxiv.org/abs/2609.04545
Automatic generation of hand gestures is essential for the transmission of Indian classical dance and critical for its preservation. Indian classical dance gesture datasets are inherently low-resource, and the canonical Sanskrit definitions of many mudras lack precise textual descriptions, limiting the effectiveness of conventional text-conditioned image generation models. We present \textbf{MudraGen}, a conditional diffusion framework that synthesizes realistic RGB images of \textit{Samyukta Hasta Mudras} -- interactive two-hand gestures from Bharatanatyam (an Indian classical dance form). Unlike prior work on simple hand signs or single-hand gestures, MudraGen introduces geometry-aware supervision to capture the precise coordination, anatomical validity, and cultural nuance of interacting hands. We formulate three geometry-aware objectives: Keypoint Loss for 3D joint alignment, Joint Offset Loss for inter-hand spatial coherence, and Shape Consistency, which serves as an anatomical regularizer by encouraging consistent hand morphology while allowing independent hand poses. Together, these objectives guide the diffusion model toward anatomically plausible and well-coordinated hand configurations, enabling the synthesis of photorealistic and pose-accurate gesture images. Experimental results show that MudraGen surpasses existing state-of-the-art generative approaches in visual realism, anatomical correctness, and preservation of fine hand-pose structure, enabling faithful reproduction of complex Samyukta Hasta mudras. Beyond quantitative gains, its ability to generate culturally grounded and structurally consistent gestures highlights practical applications in cultural preservation and dance education.
https://arxiv.org/abs/2609.03415