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
Much of the literature on structured image recognition has disproportionately focused on the comparison of classification algorithms. Rather than investigating which classifier performs best, this paper instead asks: what should a classifier know before it ever makes a prediction? In structured vision problems such as gesture recognition, facial expression categorization, and medical image analysis, discriminative information lies less in individual pixels and more in spatial relationships between semantic parts. Raw pixel spaces are high-dimensional, sensitive to nuisance variation, and often obfuscate the geometric structures that make visual tasks interpretable. Landmark extraction provides one form of dimension reduction, but it does not by itself determine the information preserved. This paper studies the post-landmark feature map as the central object of analysis and proposes a systematic framework for constructing and interpreting landmark-derived representations as an, informed, feature-based ``dimension reduction'' step. Using static hand gesture recognition as a case study, we evaluate coordinate, distance, angle, and hybrid representations through perturbation and ablation experiments. The results show that visually variable data exposes substantial gaps between raw coordinate features and their geometrically invariant counterparts, while hybrid representations achieve the strongest overall performance by combining complementary geometric components. These findings frame feature construction as a fundamental modeling decision and ultimately suggests that the question of what representation should a classifier learn from is one worth asking. The code used for feature construction and evaluation is available at this https URL
https://arxiv.org/abs/2609.00634
Generating co-speech gestures that are temporally coherent, semantically aligned with speech, and grounded with surrounding objects remains challenging. Prior speech-driven gesture models emphasize audio-gesture alignment but do not explicitly account for posture constraints or surrounding objects, failing to capture the inherent correlation between body gestures and the physical space. We present Puppeteer, a posture-aware, object-grounded co-speech gesture diffusion model operating in a causal latent space. We decompose long gestures into structured primitives and learn a causal variational autoencoder that encodes them into temporally ordered latent tokens, each depending only on the past. We then perform conditional diffusion directly in the causal latent space, conditioning on speech signals, motion history, an initial posture reference, and object geometry to synthesize physically consistent gestures. This temporally ordered latent formulation enables explicit temporal control and supports tasks such as gesture in-betweening and gesture completion. To better assess co-speech gesture synthesis beyond existing measures, we introduce new evaluation metrics tailored to this task. We also created SceneGes, the first curated synthetic 3D dataset of embodied co-speech gestures and corresponding 3D objects, enabling object-grounded gesture generation. Experiments show that Puppeteer generates more diverse and temporally synchronized gestures than prior methods, while enabling object-grounded gesture synthesis.
https://arxiv.org/abs/2609.00369
Dexterous human-machine interaction requires intuitive and expressive interfaces that can be efficiently deployed on constrained edge devices. Flexible material-based neuromotor interfaces hold considerable promise, as they decode human movement intention into natural control. Although emerging flexible electronic skins enable wearable high-fidelity data acquisition, practical deployment inevitably involves trade-offs between computational resources and portability. We present a data-centric paradigm where physiological features yield fundamental separability, providing sufficient discriminative cues for recognition. A wireless, high-bandwidth system developed for collecting various electrophysiological signals, when integrated with muscle-specific electrodes, forms a surface electromyography-based interface. Exploiting highly separable data, a 2,210-parameter model achieves 94.36% accuracy across 34 gestures and can be rapidly deployed on edge devices, establishing a new thousand-parameter benchmark for dexterous decoding. The underlying data-algorithm interactions in the data-centric paradigm are further clarified, demonstrating its feasibility in real-world scenarios. This study provides a principled and validated pathway for practical deployment of reliable neuromotor interfaces.
https://arxiv.org/abs/2608.30301
Users articulate the same advice-seeking request in different ways: some specify detailed constraints, others gesture at a vague need. Prior work treats this variation as noise to be averaged away; we instead treat it as a stable, measurable structure in the input distribution. We ask whether articulation (how people ask) forms latent dimensions separable from topic (what they ask about), and whether it is associated with how language models respond. We extract interpretable features from 16,447 advice-seeking prompts pooled from public chat corpora (WildChat, LMSYS, and ShareChat) and recover a small set of latent articulation factors that replicate across train/test splits and across corpora. Because this structure is largely separable from topic, the populations it defines cut across topics and stay invisible to topic- or task-based evaluation. The factors define a handful of recurring articulation styles, one of which stands out: a long-form but information-poor style, roughly one in six prompts in the largest corpus, where models return shorter, vaguer answers and do not ask for clarification even though under-specification is exactly the condition that warrants it. The contrast holds within every topic group and length quintile, and is not under-specification alone -- a second, equally under-specified style does draw clarifying questions. Two independent human annotators reproduce this contrast. We argue that benchmarks should stratify on articulation, and we offer the extracted structure as a measurement instrument for doing so.
https://arxiv.org/abs/2608.29591
Vision-Language-Action models (VLAs) allow users to specify manipulation tasks in natural language, but distinguishing a target or placement goal among objects of the same category or similar appearance requires detailed expressions that VLAs may not use reliably. We propose DeicticVLA, which canonicalizes Language Instruction (LI), Vision-Language Instruction (VLI), and Visual Instruction (VI) into a text prompt and deictic masks through text-prompt completion and deictic gesture grounding, enabling a single pretrained VLA to handle all three instruction modes. With a shared backbone, demonstrations, and matched training steps, we compare two RGB visual prompting methods, two separate-channel mask prompting methods, and three training strategies in simulation. Under two-stage training, the four prompting methods achieve high in-distribution success but differ in their ability to use deictic masks in unseen layouts. Across methods, training-strategy ablations show that two-stage training improves such use, while retaining second-stage LI data mitigates forgetting without reducing VLI and VI performance. In three real-world tasks, one policy supports all modes. VLI and VI outperform LI under unseen expressions, appearance changes, and novel objects. For unseen categories, both achieve 100% success, compared with 16.7% for jointly trained LI. These results demonstrate the unified three-mode interface and guide DeicticVLA design.
https://arxiv.org/abs/2608.28108
Object classification in event-based computer vision is a task that is attracting considerable research attention. Event-based object classification is a fundamental task in the fields of security and applied computer vision, which typically use synchronous frame-based cameras and computing pipelines for operation. This approach has several practical flaws. The size, weight and power consumption of the device could prohibit deployment at the extreme edge or in covert sensing environments. Besides this, there are security concerns inherent in cloud-based or other off-device computation approaches due to the requirement of sending and receiving potentially sensitive data. Furthermore, this transmission of data introduces latency and requires consistent connectivity to the cloud infrastructure to function. The use of Spiking Neural Networks (SNNs) hosted on neuromorphic devices attempts to solve several issues present in this conventional approach. Research into event-based object classification methods are hindered by the lack of high-quality vision datasets to use. To this end, the ANTShapes simulation tool has been previously proposed to create and label event-based vision datasets. In this paper, four novel datasets of varying difficulties are created using the tool and are benchmarked against existing spiking datasets commonly used for event-based vision research (N-MNIST, CIFAR10-DVS, DVSGesture and POKER-DVS). Classification is performed using a convolutional SNN. This work simultaneously provides four datasets with rich details for future experiments to use and validates the output of the ANTShapes dataset simulation tool as being suitable for its purpose.
https://arxiv.org/abs/2608.27150
Enabling humanoid robots to respond to human speech with synchronized and semantically meaningful gestures is fundamental to natural human-robot interaction. However, this task faces three critical barriers: the scarcity of semantically rich datasets, the "modality eclipse" where models ignore audio cues in favor of kinematic inertia, and the sim-to-real gap regarding physical safety. We propose RoboGesture, a robot-centric framework that co-designs data, modeling, and control to power a complete interactive human-humanoid system in which the robot listens, responds, and gestures in real time. We first establish the RoboGesture dataset featuring over 300 gesture categories and develop an automated pipeline to synthesize large-scale collision-free, robot-specific audio-motion pairs. Our architecture features a Hierarchical Semantic-Acoustic Aligner that extracts multi-granular prosodic and semantic cues directly from raw audio tokens. These cues drive a Streaming Conditional Motion Generator based on a diffusion transformer with conditional flow matching. To ensure high responsiveness, we introduce Anti-Inertia CFG Masking, which prevents the model from collapsing into repetitive historical patterns by compelling it to proactively mine control signals from the audio modality. Finally, an MPC-based safety filter ensures real-time, collision-free execution on physical hardware. Experiments on a Unitree G1 humanoid demonstrate that RoboGesture generates safer, more rhythmic, and more semantically appropriate responses compared to state-of-the-art baselines.
https://arxiv.org/abs/2608.28693
Co-speech gesture generation has made significant progress toward realistic full-body motion from speaker audio, yet existing models lack fine-grained spatial controllability of individual joints. To address this, we introduce \emph{InteractGesture}, a model-agnostic, inference-time method for spatially controllable gesture generation. \emph{InteractGesture} guides target latent estimates of a diffusion sampler through a differentiable RVQ-VAE decoder, backpropagating spatial control gradients to adjust motion latents during sampling. A primary challenge in streaming co-speech generation is chunk-wise dependency: standard sequential inference freezes prior chunks, preventing spatial constraints in future chunks from adjusting preceding trajectories and causing boundary inconsistencies. To overcome this limitation, we propose \emph{Progressive Chunk Guidance}, a chunk-window strategy that maintains an active set of editable chunk latents with staggered delays, enabling spatial constraints to propagate gradients backward across chunk boundaries during streaming generation. Experiments on the BEAT2 dataset show that \emph{InteractGesture} improves multi-joint spatial control while preserving overall gesture quality. Furthermore, our approach supports diverse applications, including sparse joint positioning, dense joint trajectory control, and directional pointing. Our project page is available at this https URL .
https://arxiv.org/abs/2608.25734
To apply the techniques of embodied artificial intelligence to human-oid robots for complex manipulations, dexterous robotic hands are indispensable, which are restricted by the dexterity and tactile perception capability. In this work, we proposed a novel design of tendon-driven five-fingered hand with dis-tributed tactile perception. With a soft-rigid-hybrid structure employed, both compliance and operational force are endowed to the hand. Dual-modality tactile sensing elements are distributed on the distal and middle phalanges of all five fingers, enabling the simultaneous detection of static contact and dynamic force variations. Manipulation experiments, including counting gestures, finger-to-thumb pinching, object grasping, and bottle-grasp tactile recording, demonstrate the feasibility of the integrated actuation-perception system.
https://arxiv.org/abs/2608.25547
The impairment of the hands can seriously affect the abilities of every individual to perform the every-day activity, so the design of stable and controllable support devices is a significant field of study. This paper is about the design and implementation of an automated bionic hand which is dedicated to the coordinated finger movement through the simplified and efficient actuation mechanism. The method that the proposed system was designed on is the tendon-based method whereby the servo motors generate the movement of the fingers, with assistance of the angular control which is calibrated. An actuation is controlled by a microcontroller that will be programmed by use of an Arduino-based microcontroller to carry out programmed gestures that include open hand, fist, pinch and half flexion. It has an interface that is voice command enabled to make it easy to interact with a Bluetooth based sender receiver architecture which offers an option of executing trained commands which are immediately converted to finger actions. To explore the motions behavior, finger coordination and control response to the input, the behavior of the experiment system is tested. The actuation of the fingers was found to take a total of about 7-8 seconds to achieve full flexion of all fingers in a sequence. The system showed repetitive and constant motion throughout several actuation cycles without loss of any apparent tension or precision of control. There was a stable grasp of objects of different shapes and sizes, which implied consistent coordination between the fingers. These findings indicate that the proposed system offers predictable and steady control behavior and has a simple and efficient mechanical and control architecture.
https://arxiv.org/abs/2608.25222
Self-supervised representation learning for 4D point cloud videos is challenging because annotations are costly and reconstruction-based pretraining can overemphasize low-level geometric details. We propose a JEPA-style framework that learns from unlabeled spatiotemporal point clouds through latent point-tube prediction. Instead of reconstructing raw coordinates, the model masks spatiotemporal regions and predicts their target representations from visible context representations in feature space. To stabilize latent prediction, we incorporate Sketched Isotropic Gaussian Regularization, which encourages non-collapsed embeddings without relying on explicit reconstruction targets. This formulation aims to capture both spatial structure and temporal dynamics while keeping the pretraining objective aligned with downstream semantic recognition. Experiments on action and gesture recognition benchmarks show that the learned representations improve downstream fine-tuning, limited-label learning, and cross-dataset transfer. These results suggest that JEPA-style latent prediction is a promising alternative to reconstruction-centered pretraining for 4D point cloud videos.
https://arxiv.org/abs/2608.24093
This paper investigates wearable-based recognition of human activities and gestures to support Human-Robot Interaction (HRI) in object-handover and assembly-like scenarios. Electromyography (EMG) and Inertial Measurement Unit (IMU) signals were collected using a Myo armband, culminating in a novel dataset introduced as MAGIC-HRI (Multimodal Activity, Gesture and Intention Collection) with a large taxonomy of 53 movement classes, including Brazilian Sign Language (LIBRAS) numbers (0-9), hand gestures, object/tool handover actions (pick up/give/hold), tool-manipulation tasks, and generic assembly/idle motions, collected from 11 participants with 10 samples per class (530 samples per participant). Signals are segmented by detecting muscle activation via an EMG energy envelope, then processed using sliding windows; time- and frequency-domain features are extracted. Multiple classical classifiers are tuned via cross-validated grid search, with Random Forest as the strongest baseline. A Leave-One-Subject-Out (LOSO) protocol reveals a large generalization gap, indicating substantial subject dependence. A personalized adaptation experiment suggests that injecting a small number of samples from a new user can markedly improve recognition. Overall, the study contributes a broad, HRI-driven multimodal dataset, a rigorous evaluation emphasizing generalization, and practical evidence that personalization is likely required for robust deployment in practical HRI.
https://arxiv.org/abs/2608.21620
Recent omni-modal large language models (Omni-LLMs) show great potential as real-time video assistants, which continuously perceive environments and guide users to achieve specific goals. Unlike traditional passive video understanding, interactive assistants should actively combine visual states, user goals, and prior knowledge to provide effective help. Evaluating this is rather challenging, as the model's unpredictable response dynamically changes the user's subsequent actions, which static offline datasets cannot accommodate. To address this bottleneck, we introduce OmniAssistBench. To solve the issue of diverging interaction paths where the same user goal can be achieved through various methods, we provide models with predefined priors derived from the source video, requiring them to guide users along the exact same routes. Since real interaction videos are rare, we construct the dataset by reverse-engineering existing Internet videos. We deduce logical user goals and segment the videos into multi-turn clips to simulate continuous interactions. This rigorous pipeline required over 1000 expert person-hours to build the dataset. Results show that the proprietary Gemini-3-Pro reaches 66.4 out of the max point of 100, while the open-source Qwen3-Omni-Instruct achieves 51.2. Although current models generally understand user inputs, they frequently provide incorrect or incomplete answers. Specifically, they struggle with visual prompts (e.g., hand gestures), fail to maintain historical context during multi-turn interactions, and fail to delay response until the target event. Results indicate substantial room for improvement before models can become reliable assistants.
https://arxiv.org/abs/2608.21360
Ensuring that Extended Reality (XR) environments are age-appropriate is an important regulatory and safety challenge. However, current age assurance operates only at registration and cannot verify the age of the active user during a session. Face-based approaches, the dominant solution in social media and adult platforms, are impractical in XR, because they require removing the headset and taking a self-captured image, often on a mobile app. This both breaks immersion and introduces the privacy risk of sharing face pictures with third parties, which leaves XR platforms without a viable path to continuous, in-session and privacy-preserving age assurance. We propose the dorsal part of the hand as an alternative to the face, by exploiting the egocentric cameras that XR headsets inherently and naturally use to capture gesture interactions. To evaluate this, we collect an age- and sex-stratified, ethnodiverse dataset of 436 participants spanning the minor--adult boundary, captured under unconstrained lighting and orientation conditions. To characterise what is achievable with off-the-shelf methods at the minor--adult boundary, we evaluate standard neural network architectures for age assurance at the legally critical 18-year threshold. Analysis confirms performance is robust to skin-tone variation. On this dataset, the challenge-31 operating point achieves zero minor admission, making the system a viable first-stage filter for age assurance. These findings position dorsal hand morphometrics as an effective and more privacy-preserving biometric modality for in-session age assurance in XR.
https://arxiv.org/abs/2608.21009