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Nowadays, automatical personality inference is drawing extensive attention from both academia and industry. Conventional methods are mainly based on user generated contents, e.g., profiles, likes, and texts of an individual, on social…
We are approaching a future where social robots will progressively become widespread in many aspects of our daily lives, including education, healthcare, work, and personal use. All of such practical applications require that humans and…
This paper introduces a new model to generate rhythmically relevant non-verbal facial behaviors for virtual agents while they speak. The model demonstrates perceived performance comparable to behaviors directly extracted from the data and…
Despite progress in human motion capture, existing multi-view methods often face challenges in estimating the 3D pose and shape of multiple closely interacting people. This difficulty arises from reliance on accurate 2D joint estimations,…
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…
To improve the experiences of face-to-face conversation with avatar, this paper presents a novel conversation system. It is composed of two sequence-to-sequence models respectively for listening and speaking and a Generative Adversarial…
Human behavior forecasting during human-human interactions is of utmost importance to provide robotic or virtual agents with social intelligence. This problem is especially challenging for scenarios that are highly driven by interpersonal…
The development of virtual agents has enabled human-avatar interactions to become increasingly rich and varied. Moreover, an expressive virtual agent i.e. that mimics the natural expression of emotions, enhances social interaction between a…
We tackle the challenging task of generating complete 3D facial animations for two interacting, co-located participants from a mixed audio stream. While existing methods often produce disembodied "talking heads" akin to a video conference…
Visual Dialogue task requires an agent to be engaged in a conversation with human about an image. The ability of generating detailed and non-repetitive responses is crucial for the agent to achieve human-like conversation. In this paper, we…
Pose-driven full-body avatars built on neural rendering produce high-quality novel views of a captured subject. Yet loose clothing and other dynamic elements deform in ways pose alone cannot explain: the same pose can correspond to many…
We present a virtual reality (VR) environment featuring conversational avatars powered by a locally-deployed LLM, integrated with automatic speech recognition (ASR), text-to-speech (TTS), and lip-syncing. Through a pilot study, we explored…
Modeling face-to-face communication in computer vision, which focuses on recognizing and analyzing nonverbal cues and behaviors during interactions, serves as the foundation for our proposed alternative to text-based Human-AI interaction.…
The automatic generation of diverse and human-like facial reactions in dyadic dialogue remains a critical challenge for human-computer interaction systems. Existing methods fail to model the stochasticity and dynamics inherent in real human…
Animating an avatar that reflects a user's action in the VR world enables natural interactions with the virtual environment. It has the potential to allow remote users to communicate and collaborate in a way as if they met in person.…
The impression we make on others depends not only on what we say, but also, to a large extent, on how we say it. As a sub-branch of affective computing and social signal processing, impression recognition has proven critical in both…
As a sub-branch of affective computing, impression recognition, e.g., perception of speaker characteristics such as warmth or competence, is potentially a critical part of both human-human conversations and spoken dialogue systems. Most…
Socially Interactive Agents (SIAs) are physical or virtual embodied agents that display similar behavior as human multimodal behavior. Modeling SIAs' non-verbal behavior, such as speech and facial gestures, has always been a challenging…
Avatars on displays lack the ability to engage with the physical environment through gaze. To address this limitation, we propose a gaze synthesis method that enables animated avatars to establish gaze communication with the physical…
The dyadic reaction generation task involves synthesizing responsive facial reactions that align closely with the behaviors of a conversational partner, enhancing the naturalness and effectiveness of human-like interaction simulations. This…