Binary spike coding enables sparse and event-driven computation in spiking neural networks (SNNs), yet its 1-bit-per-timestep representation fundamentally limits information throughput. This bottleneck becomes increasingly restrictive in deep architectures under short simulation horizons. We propose the Quantized Burst-LIF (QB-LIF) neuron, which reformulates burst spiking as a saturated uniform quantization of membrane potentials with a learnable scale. Instead of relying on predefined multi-threshold structures, QB-LIF treats the quantization scale as a trainable parameter, allowing each layer to autonomously adapt its spiking resolution to the underlying membrane-potential statistics. To preserve hardware efficiency, we introduce an absorbable scale strategy that folds the learned quantized scale into synaptic weights during inference, maintaining a strict accumulate-only (AC) execution paradigm. To enable stable optimization in the discrete multi-level space, we further design ReLSG-ET, a rectified-linear surrogate gradient with exponential tails that sustains gradient flow across burst intervals. Extensive experiments on static (CIFAR-10/100, ImageNet) and event-driven (CIFAR10-DVS, DVS128-Gesture) benchmarks demonstrate that QB-LIF consistently outperforms binary and fixed-burst SNNs, achieving higher accuracy under ultra-low latency while preserving neuromorphic compatibility.
https://arxiv.org/abs/2604.25688
Spiking Transformers have shown strong potential for long-range visual modeling through spike-driven self-attention. However, their quadratic token interactions remain fundamentally misaligned with the sparse and event-driven nature of spiking neural computation. To address this limitation, we propose Vision SmolMamba, an energy-efficient spiking state-space architecture that integrates spike-driven dynamics with linear-time selective recurrence. The key idea is a Spike-Guided Spatio-Temporal Token Pruner (SST-TP), which estimates token importance using both spike activation strength and first-spike latency. This mechanism progressively removes redundant tokens while preserving salient spatio-temporal information, enabling efficient scaling with token sparsity. Based on this mechanism, the proposed SmolMamba block incorporates spike events directly into bidirectional state-space recurrence, forming a spiking state-space vision backbone for efficient long-range modeling. Extensive experiments on both static and event-based benchmarks, including ImageNet-1K, CIFAR10/100, CIFAR10-DVS, and DVS128 Gesture, demonstrate that Vision SmolMamba consistently achieves superior accuracy-efficiency trade-offs. In particular, it reduces the estimated energy cost by at least 1.5x compared with prior spiking Transformer baselines and a Spiking Mamba variant while maintaining competitive or improved accuracy. These results demonstrate that combining spike-guided token sparsity with state-space modeling offers a scalable and energy-efficient paradigm for spiking vision systems.
https://arxiv.org/abs/2604.25570
This performance presents a duet between two intelligent musical instruments, Sù (to trace back; to go upstream) and Agentier (playing on agentic clavier), and their human performers, connected through feedback loops. Rather than treating AI as a tool that responds predictably to input, both systems operate recursively, where past actions continuously influence future behaviour. The Sù operates in the audio space through latent representation. Its performer uses Make Noise 0-series synthesisers and MIDI controllers to work with a neural feedback synthesis system based on a RAVE model, with a latent feedback loop embedded within the model's internal structure. This allows the instrument to remember and reuse its own internal states, influencing ongoing sound generation through its recent sonic history. The Agentier functions in the control space. Its performer interacts with the system using a Roland S-1 synthesiser and Keith McMillen QuNeo touchpad, where control gestures are routed into a recurrent neural network that feeds back into the synthesis process. Through this feedback loop, the system actively shapes the evolution of control signals over time. Contrasting feedback in the audio and control domains, the performance explores shared agency, resistance, and negotiation between humans and intelligent musical systems. Musical phenomena are co-produced through the entangled states of interaction, rather than through pre-existing system configuration or fixed mappings.
https://arxiv.org/abs/2604.25207
Touchless interaction with medical images is becoming increasingly important in the surgical field, where sterility and continuity of the operational workflow are essential requirements. This work presents a vision-based system for intraoperative navigation of medical images through hand gestures acquired using a single RGB camera. Unlike many existing solutions, the system does not require additional hardware or user-specific training. Hand tracking is performed in real time using MediaPipe Hands, which provides a 2.5D estimation of hand landmarks. Simple and intuitive gestures are then mapped into translation, rotation, and zoom commands, enabling continuous and natural interaction with the image viewer. The system architecture is independent from the visualization software and, for implementation simplicity, in this study it was integrated with PyVista. Performance was evaluated through frame-level logging and quantitative analysis of latency, stability, and interaction robustness metrics. Experimental results highlight real-time behavior, with reduced latencies and stable control, in line with the requirements of fluid interaction. The system demonstrates the feasibility of a low-cost touchless solution for intraoperative access to medical images, laying the groundwork for future clinical evaluations.
https://arxiv.org/abs/2604.24235
Appreciating multi-figure paintings requires understanding how characters relate through subtle cues like gaze alignment, gesture, and spatial arrangement. We present MIRAGE, an evidence-centric framework designed to scaffold the exploration of these "micro-interactions" in multi-figure artworks. While such cues are essential for deep narrative appreciation, they are often distributed across complex scenes and difficult for viewers to systematically identify. Existing vision-language models (VLMs) frequently fail to provide reliable assistance, offering ungrounded interpretations that lack traceable visual evidence. MIRAGE addresses this by constructing a structured intermediate representation capturing identities, pose cues, and gaze hypotheses. However, the challenge extends beyond extracting these cues to coordinating them during interpretation. Without an explicit mechanism to organize and reconcile relational evidence, models often collapse multiple interaction hypotheses into a single unstable or weakly grounded narrative, even when low-level signals are available. This representation allows users to verify how high-level interpretations are anchored in low-level visual facts. By separating spatial grounding from narrative generation, MIRAGE enables users to inspect and reason about figure-to-figure relationships through a verifiable evidence layer. We evaluate MIRAGE against painting-only VLM baselines using a blind assessment protocol. Results show that MIRAGE significantly improves identity consistency, reduces relational hallucinations, and increases the coverage of subtle interactions. These findings suggest that structured grounding can serve as a critical interaction control layer, providing the necessary scaffolding for a more reliable, transparent, and human-led understanding of complex visual narratives.
https://arxiv.org/abs/2604.23788
Haptic technologies have advanced rapidly, yet exploration of robotic touch remains dominated by replicating realistic environmental cues or hand gestures, which narrows the design space and risks social resistance. This paper argues for alternatives: grounded in the notion of "otherness" from human-robot interaction (HRI), we propose treating robotic touch's inherent otherness as a design quality. Instead of being a limitation in pursuing realism, otherness can be embraced to elicit ambiguity and provoke alternative interpretations, fostering expressive and evocative robotic touch design. To develop this perspective, we analyze inspirational art and design precedents and four design research cases through a reflective Research through Design (RtD) approach. Through this analysis, we articulate a set of design languages structured around why otherness matters for touch meaning-making, how it can be shaped through design strategies, and where it can be embedded within robotic touch systems. We conclude by reflecting on the tensions and risks involved in designing robotic touch with otherness in mind.
https://arxiv.org/abs/2604.23402
Social interactions dominate our perceptions of the world and shape our daily behavior by attaching social meaning to acts as simple and spontaneous as gestures, facial expressions, voice, and speech. People mimic and otherwise respond to each other's postures, facial expressions, mannerisms, and other verbal and nonverbal behavior, and form appraisals or evaluations in the process. Yet, no publicly-available dataset includes multimodal recordings and self-report measures of multiple persons in social interaction. Dyadic recordings and annotation are lacking. We present a new data corpus of multimodal dyadic interaction (45 dyads, 90 persons) that includes synchronized multi-modality behavior (2D face video, 3D face geometry, thermal spectrum dynamics, voice and speech behavior, physiology (PPG, EDA, heart-rate, blood pressure, and respiration), and self-reported affect of all participants in a communicative interaction scenario. Two types of dyads are included: persons with shared past history and strangers. Annotations include social signals, agreement, disagreement, and neutral stance. With a potent emotion induction, these multimodal data will enable novel modeling of multimodal interpersonal behavior. We present extensive experiments to evaluate multimodal dyadic communication of dyads with and without interpersonal history, and their affect. This new database will make multimodal modeling of social interaction never possible before. The dataset includes 20TB of multimodal data to share with the research community.
https://arxiv.org/abs/2604.22739
Continuous estimation of high-dimensional finger kinematics from forearm surface electromyography (EMG) could enable natural control for hand prostheses, AR/XR interfaces, and teleoperation. However, the complexity of human hand gestures and the entanglement of forearm muscles make accurate recognition intrinsically challenging. Existing approaches typically reduce task complexity by relying on classification-based machine learning, limiting the controllable degrees of freedom and compromising on natural interaction. We present an end-to-end framework for continuous EMG-to-kinematics regression using only consumer-grade hardware. The framework combines an 8-channel EMG armband, a single webcam, and an automatic synchronization procedure, enabling the collection of the EMG Finger-Kinematics dataset (EMG-FK), a 10-h dataset of synchronized EMG and 15 finger joint angles from 20 participants performing rich, unconstrained right-hand motions. We also introduce the Temporal Riemannian Regressor (TRR), a lightweight GRU-based model that uses sequences of multi-band Riemannian covariance features to decode finger motion. Across EMG-FK and the public emg2pose benchmark, TRR outperforms state-of-the-art methods in both intra- and cross-subject evaluation. On EMG-FK, it reaches an average absolute error of $9.79 °\pm 1.48$ in intra-subject and $16.71 °\pm 3.97$ in cross-subject. Finally, we demonstrate real-time deployment on a Raspberry Pi 5 and intuitive control of a robotic hand; TRR runs at nearly 10 predictions/s and is roughly an order of magnitude faster than state-of-the-art approaches. Together, these contributions lower the barrier to reproducible, real-time EMG-based decoding of high-dimensional finger motion, and pave the way toward more natural and intuitive control of embedded EMG-based systems.
https://arxiv.org/abs/2604.22499
Selecting out-of-reach objects is a fundamental task in mixed reality (MR). Existing methods rely on a single cue or deterministically fuse multiple cues, leading to performance degradation when the dominant cue becomes unreliable. In this work, we introduce a probabilistic cue integration framework that enables flexible combination of multiple user-generated cues for intent inference. Inspired by natural grasping behavior, we instantiate the framework with pointing direction and grasp gestures as a new interaction technique, Point&Grasp. To this end, we collect the Out-of-Reach Grasping (ORG) dataset to train a robust likelihood model of the gestural cue, which captures grasping patterns not present in existing in-reach datasets. User studies demonstrate that our selection method with cue integration not only improves accuracy and speed over single-cue baselines, but also remains practically effective compared to state-of-the-art methods across various sources of ambiguity. The dataset and code are available at this https URL.
https://arxiv.org/abs/2604.22491
Egocentric AI agents, such as smart glasses, rely on pointing gestures to resolve referential ambiguities in natural language commands. However, despite advancements in Multimodal Large Language Models (MLLMs), current systems often fail to precisely ground the spatial semantics of pointing. Instead, they rely on spurious correlations with visual proximity or object saliency, a phenomenon we term "Referential Hallucination." To address this gap, we introduce EgoPoint-Bench, a comprehensive question-answering benchmark designed to evaluate and enhance multimodal pointing reasoning in egocentric views. Comprising over 11k high-fidelity simulated and real-world samples, the benchmark spans five evaluation dimensions and three levels of referential complexity. Extensive experiments demonstrate that while state-of-the-art proprietary and open-source models struggle with egocentric pointing, models fine-tuned on our synthetic data achieve significant performance gains and robust sim-to-real generalization. This work highlights the importance of spatially aware supervision and offers a scalable path toward precise egocentric AI assistants. Project page: this https URL
https://arxiv.org/abs/2604.21461
AcoustoBots are mobile acoustophoretic robots capable of delivering mid-air haptics, directional audio, and acoustic levitation, but existing implementations rely on scripted commands and lack an intuitive interface for real-time human control. This work presents a gesture-based visual learning framework for contactless human-swarm interaction with a multimodal AcoustoBot platform. The system combines ESP32-CAM gesture capture, PhaseSpace motion tracking, centralized processing, and an OpenCLIP-based visual learning model (VLM) with linear probing to classify three hand gestures and map them to haptics, audio, and levitation modalities. Validation accuracy improved from about 67% with a small dataset to nearly 98% with the largest dataset. In integrated experiments with two AcoustoBots, the system achieved an overall gesture-to-modality switching accuracy of 87.8% across 90 trials, with an average end-to-end latency of 3.95 seconds. These results demonstrate the feasibility of using a vision-language-model-based gesture interface for multimodal human-swarm interaction. While the current system is limited by centralized processing, a static gesture set, and controlled-environment evaluation, it establishes a foundation for more expressive, scalable, and accessible swarm robotic interfaces.
https://arxiv.org/abs/2604.19643
For four decades, the QWERTY keyboard organized white-collar knowledge work. Typing's dominance was instrumental, not cognitively necessary. As multimodal AI achieves human-parity understanding of speech and gesture, this necessity dissolves. We introduce instrumental dissolution -- loss of institutional-default status while persisting in specialist niches. The keyboard era ends not through hardware replacement but through migration of its function into AI systems. The central contribution identifies the verification bottleneck: as AI collapses production friction, the primary constraint shifts from generation to evaluation. Knowledge workers become adversarial auditors rather than keystroke-producers. This restructures professional expertise, organizational communication, and how productive labor is recognized. Converging evidence from history, philosophy, neuroscience, technology, organizational studies, and cultural analysis supports this thesis. We map synthetic literacy -- oral input generating literate output -- as the defining feature of this transition. Under three scenarios (optimistic: 2028-2035; base: 2035-2045; pessimistic: 2045-2060), we specify disconfirmation criteria that would weaken the thesis if observed. We propose seven interface primitives operationalizing verification-centered HCI.
https://arxiv.org/abs/2604.17023
Gesture recognition research, unlike NLP, continues to face acute data scarcity, with progress constrained by the need for costly human recordings or image processing approaches that cannot generate authentic variability in the gestures themselves. Recent advancements in image-to-video foundation models have enabled the generation of photorealistic, semantically rich videos guided by natural language. These capabilities open up new possibilities for creating effort-free synthetic data, raising the critical question of whether video Generative AI models can augment and complement traditional human-generated gesture data. In this paper, we introduce and analyze prompt-based video generation to construct a realistic deictic gestures dataset and rigorously evaluate its effectiveness for downstream tasks. We propose a data generation pipeline that produces deictic gestures from a small number of reference samples collected from human participants, providing an accessible approach that can be leveraged both within and beyond the machine learning community. Our results demonstrate that the synthetic gestures not only align closely with real ones in terms of visual fidelity but also introduce meaningful variability and novelty that enrich the original data, further supported by superior performance of various deep models using a mixed dataset. These findings highlight that image-to-video techniques, even in their early stages, offer a powerful zero-shot approach to gesture synthesis with clear benefits for downstream tasks.
https://arxiv.org/abs/2604.14953
Soft, sensorized companions offer a physically safe and emotionally intuitive interface for socially assistive technologies, yet their deformability and multichannel tactile sensing complicate the robust interpretation of human affect. This study presents a complete open-source MATLAB-based framework for the development and validation of compact deep learning models for affective touch recognition in soft interactive companions. As a primary contribution, a diverse FAIR-compliant dataset of 1326 labelled gesture sequences collected from 25 participants spanning children, teenagers, and adults is made publicly available, providing a reusable resource for future research in affective touch recognition. Through systematic architecture and hyperparameter exploration across 468 CNN models, the study identifies compact dilated one-dimensional convolutional neural networks (1D CNNs) as the most effective solution, with a 13.2k-parameter model achieving 75% test accuracy and 85% mean leave-one-subject-out cross-validation accuracy. Theoretical inference-time analysis shows that quantized deployment requires 3.2 MMAC per window, compatible with 20 Hz real-time operation on the target microcontroller. PC-based real-time simulation with the physical toy streaming sensor data demonstrates that the CNN resolves subtle social touches that the previous heuristic system failed to detect, whereas high-force negative interactions are captured more reliably by trivial threshold-based logic. The resulting hybrid inference pipeline - instantaneous heuristic filtering followed by CNN-based nuanced gesture classification - is proposed as the embedded deployment strategy. The study demonstrates that emotionally meaningful, privacy-preserving touch interpretation is computationally feasible for direct embedding within soft therapeutic companions, with hardware integration addressed in a forthcoming study.
https://arxiv.org/abs/2607.16196
Co-speech gestures increase engagement and improve speech understanding. Most data-driven robot systems generate rhythmic beat-like motion, yet few integrate semantic emphasis. To address this, we propose a lightweight transformer that derives iconic gesture placement and intensity from text and emotion alone, requiring no audio input at inference time. The model outperforms GPT-4o in both semantic gesture placement classification and intensity regression on the BEAT2 dataset, while remaining computationally compact and suitable for real-time deployment on embodied agents.
https://arxiv.org/abs/2604.11417
We propose LiveGesture, the first fully streamable, speech-driven full-body gesture generation framework that operates with zero look-ahead and supports arbitrary sequence length. Unlike existing co-speech gesture methods, which are designed for offline generation and either treat body regions independently or entangle all joints within a single model, LiveGesture is built from the ground up for causal, region-coordinated motion generation. LiveGesture consists of two main modules: the Streamable Vector Quantized Motion Tokenizer (SVQ) and the Hierarchical Autoregressive Transformer (HAR). The SVQ tokenizer converts the motion sequence of each body region into causal, discrete motion tokens, enabling real-time, streamable token decoding. On top of SVQ, HAR employs region-expert autoregressive (xAR) transformers to model expressive, fine-grained motion dynamics for each body region. A causal spatio-temporal fusion module (xAR Fusion) then captures and integrates correlated motion dynamics across regions. Both xAR and xAR Fusion are conditioned on live, continuously arriving audio signals encoded by a streamable causal audio encoder. To enhance robustness under streaming noise and prediction errors, we introduce autoregressive masking training, which leverages uncertainty-guided token masking and random region masking to expose the model to imperfect, partially erroneous histories during training. Experiments on the BEAT2 dataset demonstrate that LiveGesture produces coherent, diverse, and beat-synchronous full-body gestures in real time, matching or surpassing state-of-the-art offline methods under true zero look-ahead conditions.
https://arxiv.org/abs/2604.10927
We present a minimal mathematical model for conducting patterns that separates geometric trajectory from temporal parametrization. The model is based on a cyclic sequence of preparation and ictus points connected by cubic Hermite segments with constrained horizontal tangents, combined with a quintic timing law controlling acceleration and deceleration. A single parameter governs the balance between uniform motion and expressive emphasis. The model provides a compact yet expressive representation of conducting gestures. It is implemented as the interactive Wolfram Demonstration "Conducting Patterns" and is used in the Crusis web app.
https://arxiv.org/abs/2604.10356
Fine-grained action segmentation during renorrhaphy in robot-assisted partial nephrectomy requires frame-level recognition of visually similar suturing gestures with variable duration and substantial class imbalance. The SIA-RAPN benchmark defines this problem on 50 clinical videos acquired with the da Vinci Xi system and annotated with 12 frame-level labels. The benchmark compares four temporal models built on I3D features: MS-TCN++, AsFormer, TUT, and DiffAct. Evaluation uses balanced accuracy, edit score, segmental F1 at overlap thresholds of 10, 25, and 50, frame-wise accuracy, and frame-wise mean average precision. In addition to the primary evaluation across five released split configurations on SIA-RAPN, the benchmark reports cross-domain results on a separate single-port RAPN dataset. Across the strongest reported values over those five runs on the primary dataset, DiffAct achieves the highest F1, frame-wise accuracy, edit score, and frame mAP, while MS-TCN++ attains the highest balanced accuracy.
https://arxiv.org/abs/2604.09051
How do you build a sign language recognizer that works on a phone? That question drove this work. We built EfficientSign, a lightweight model which takes EfficientNet-B0 and focuses on two attention modules (Squeeze-and-Excitation for channel focus, and a spatial attention layer that focuses on the hand gestures). We tested it against five other approaches on 12,637 images of Indian Sign Language alphabets, all 26 classes, using 5-fold cross-validation. EfficientSign achieves the accuracy of 99.94% (+/-0.05%), which matches the performance of ResNet18's 99.97% accuracy, but with 62% fewer parameters (4.2M vs 11.2M). We also experimented with feeding deep features (1,280-dimensional vectors pulled from EfficientNet-B0's pooling layer) into classical classifiers. SVM achieved the accuracy of 99.63%, Logistic Regression achieved the accuracy of 99.03% and KNN achieved accuracy of 96.33%. All of these blow past the 92% that SURF-based methods managed on a similar dataset back in 2015. Our results show that attention-enhanced learning model provides an efficient and deployable solution for ISL recognition without requiring a massive model or hand-tuned feature pipelines anymore.
https://arxiv.org/abs/2604.08694
Human body fitting, which aligns parametric body models such as SMPL to raw 3D point clouds of clothed humans, serves as a crucial first step for downstream tasks like animation and texturing. An effective fitting method should be both locally expressive-capturing fine details such as hands and facial features-and globally robust to handle real-world challenges, including clothing dynamics, pose variations, and noisy or partial inputs. Existing approaches typically excel in only one aspect, lacking an all-in-one this http URL upgrade ETCH to ETCH-X, which leverages a tightness-aware fitting paradigm to filter out clothing dynamics ("undress"), extends expressiveness with SMPL-X, and replaces explicit sparse markers (which are highly sensitive to partial data) with implicit dense correspondences ("dense fit") for more robust and fine-grained body fitting. Our disentangled "undress" and "dense fit" modular stages enable separate and scalable training on composable data sources, including diverse simulated garments (CLOTH3D), large-scale full-body motions (AMASS), and fine-grained hand gestures (InterHand2.6M), improving outfit generalization and pose robustness of both bodies and hands. Our approach achieves robust and expressive fitting across diverse clothing, poses, and levels of input completeness, delivering a substantial performance improvement over ETCH on both: 1) seen data, such as 4D-Dress (MPJPE-All, 33.0% ) and CAPE (V2V-Hands, 35.8% ), and 2) unseen data, such as BEDLAM2.0 (MPJPE-All, 80.8% ; V2V-All, 80.5% ). Code and models will be released at this https URL.
https://arxiv.org/abs/2604.08548