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 head motion


EgoChoir: Capturing 3D Human-Object Interaction Regions from Egocentric Views

Neural Information Processing Systems

Understanding egocentric human-object interaction (HOI) is a fundamental aspect of human-centric perception, facilitating applications like AR/VR and embodied AI. For the egocentric HOI, in addition to perceiving semantics e.g., ''what'' interaction is occurring, capturing ''where'' the interaction specifically manifests in 3D space is also crucial, which links the perception and operation. Existing methods primarily leverage observations of HOI to capture interaction regions from an exocentric view. However, incomplete observations of interacting parties in the egocentric view introduce ambiguity between visual observations and interaction contents, impairing their efficacy. From the egocentric view, humans integrate the visual cortex, cerebellum, and brain to internalize their intentions and interaction concepts of objects, allowing for the pre-formulation of interactions and making behaviors even when interaction regions are out of sight.




Warm Chat: Diffuse Emotion-aware Interactive Talking Head Avatar with Tree-Structured Guidance

arXiv.org Artificial Intelligence

Generative models have advanced rapidly, enabling impressive talking head generation that brings AI to life. However, most existing methods focus solely on one-way portrait animation. Even the few that support bidirectional conversational interactions lack precise emotion-adaptive capabilities, significantly limiting their practical applicability. In this paper, we propose Warm Chat, a novel emotion-aware talking head generation framework for dyadic interactions. Leveraging the dialogue generation capability of large language models (LLMs, e.g., GPT-4), our method produces temporally consistent virtual avatars with rich emotional variations that seamlessly transition between speaking and listening states. Specifically, we design a Transformer-based head mask generator that learns temporally consistent motion features in a latent mask space, capable of generating arbitrary-length, temporally consistent mask sequences to constrain head motions. Furthermore, we introduce an interactive talking tree structure to represent dialogue state transitions, where each tree node contains information such as child/parent/sibling nodes and the current character's emotional state. By performing reverse-level traversal, we extract rich historical emotional cues from the current node to guide expression synthesis. Extensive experiments demonstrate the superior performance and effectiveness of our method.


EgoCogNav: Cognition-aware Human Egocentric Navigation

arXiv.org Artificial Intelligence

Modeling the cognitive and experiential factors of human navigation is central to deepening our understanding of human-environment interaction and to enabling safe social navigation and effective assistive wayfinding. Most existing methods focus on forecasting motions in fully observed scenes and often neglect human factors that capture how people feel and respond to space. T o address this gap, W e propose EgoCogNav, a multimodal egocentric navigation framework that predicts perceived path uncertainty as a latent state and jointly forecasts trajectories and head motion by fusing scene features with sensory cues. T o facilitate research in the field, we introduce the Cognition-Aware Egocentric Navigation (CEN) dataset consisting 6 hours of real-world egocentric recordings capturing diverse navigation behaviors in real-world scenarios. Experiments show that EgoCogNav learns the perceived uncertainty that highly correlates with human-like behaviors such as scanning, hesitation, and backtracking while generalizing to unseen environments.


EgoMI: Learning Active Vision and Whole-Body Manipulation from Egocentric Human Demonstrations

arXiv.org Artificial Intelligence

Imitation learning from human demonstrations offers a promising approach for robot skill acquisition, but egocentric human data introduces fundamental challenges due to the embodiment gap. During manipulation, humans actively coordinate head and hand movements, continuously reposition their viewpoint and use pre-action visual fixation search strategies to locate relevant objects. These behaviors create dynamic, task-driven head motions that static robot sensing systems cannot replicate, leading to a significant distribution shift that degrades policy performance. We present EgoMI (Egocentric Manipulation Interface), a framework that captures synchronized end-effector and active head trajectories during manipulation tasks, resulting in data that can be retargeted to compatible semi-humanoid robot embodiments. To handle rapid and wide-spanning head viewpoint changes, we introduce a memory-augmented policy that selectively incorporates historical observations. We evaluate our approach on a bimanual robot equipped with an actuated camera head and find that policies with explicit head-motion modeling consistently outperform baseline methods. Results suggest that coordinated hand-eye learning with EgoMI effectively bridges the human-robot embodiment gap for robust imitation learning on semi-humanoid embodiments. Project page: https://egocentric-manipulation-interface.github.io



3DiFACE: Synthesizing and Editing Holistic 3D Facial Animation

arXiv.org Artificial Intelligence

Creating personalized 3D animations with precise control and realistic head motions remains challenging for current speech-driven 3D facial animation methods. Editing these animations is especially complex and time consuming, requires precise control and typically handled by highly skilled animators. Most existing works focus on controlling style or emotion of the synthesized animation and cannot edit/regenerate parts of an input animation. They also overlook the fact that multiple plausible lip and head movements can match the same audio input. T o address these challenges, we present 3DiF ACE, a novel method for holistic speech-driven 3D facial animation. Our approach produces diverse plausible lip and head motions for a single audio input and allows for editing via keyframing and interpolation. Specifically, we propose a fully-convolutional diffusion model that can leverage the viseme-level diversity in our training corpus. Additionally, we employ a speaking-style personalization and a novel sparsely-guided motion diffusion to enable precise control and editing. Through quantitative and qualitative evaluations, we demonstrate that our method is capable of generating and editing diverse holistic 3D facial animations given a single audio input, with control between high fidelity and diversity.


On the Validity of Head Motion Patterns as Generalisable Depression Biomarkers

arXiv.org Artificial Intelligence

Abstract--Depression is a debilitating mood disorder negatively impacting millions worldwide. While researchers have explored multiple verbal and non-verbal behavioural cues for automated depression assessment, head motion has received little attention thus far. Further, the common practice of validating machine learning models via a single dataset can limit model generalisability . This work examines the effectiveness and generalisability of models utilising elementary head motion units, termed kinemes, for depression severity estimation. Specifically, we consider three depression datasets from different western cultures (German: AVEC2013, Australian: Blackdog and American: Pitt datasets) with varied contextual and recording settings to investigate the generalisability of the derived kineme patterns via two methods: (i) k-fold cross-validation over individual/multiple datasets, and (ii) model reuse on other datasets. Evaluating classification and regression performance with classical machine learning methods, our results show that: (1) head motion patterns are efficient biomarkers for estimating depression severity, achieving highly competitive performance for both classification and regression tasks on a variety of datasets, including achieving the second best Mean Absolute Error (MAE) on the AVEC2013 dataset, and (2) kineme-based features are more generalisable than (a) raw head motion descriptors for binary severity classification, and (b) other visual behavioural cues for severity estimation (regression).


EgoChoir: Capturing 3D Human-Object Interaction Regions from Egocentric Views

Neural Information Processing Systems

Understanding egocentric human-object interaction (HOI) is a fundamental aspect of human-centric perception, facilitating applications like AR/VR and embodied AI. For the egocentric HOI, in addition to perceiving semantics e.g., ''what'' interaction is occurring, capturing ''where'' the interaction specifically manifests in 3D space is also crucial, which links the perception and operation. Existing methods primarily leverage observations of HOI to capture interaction regions from an exocentric view. However, incomplete observations of interacting parties in the egocentric view introduce ambiguity between visual observations and interaction contents, impairing their efficacy. From the egocentric view, humans integrate the visual cortex, cerebellum, and brain to internalize their intentions and interaction concepts of objects, allowing for the pre-formulation of interactions and making behaviors even when interaction regions are out of sight.