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The scarcity of high quality actions video data is a bottleneck in the research and application of action recognition. Although significant effort has been made in this area, there still exist gaps in the range of available data types a…
Humans exhibit adaptive, context-sensitive responses to egocentric visual input. However, faithfully modeling such reactions from egocentric video remains challenging due to the dual requirements of strictly causal generation and precise 3D…
Assessing gross motor development in toddlers is crucial for understanding their physical development and identifying potential developmental delays or disorders. However, existing datasets for action recognition primarily focus on adults,…
How can robot manipulation policies generalize to novel tasks involving unseen object types and new motions? In this paper, we provide a solution in terms of predicting motion information from web data through human video generation and…
The recent successes in applying deep learning techniques to solve standard computer vision problems has aspired researchers to propose new computer vision problems in different domains. As previously established in the field, training data…
Action recognition is a relatively established task, where givenan input sequence of human motion, the goal is to predict its ac-tion category. This paper, on the other hand, considers a relativelynew problem, which could be thought of as…
Recent years, multimodal models have made remarkable strides and pave the way for intelligent browser use agents. However, when solving tasks on real world webpages in multi-turn, long-horizon trajectories, current agents still suffer from…
The study of complex human interactions and group activities has become a focal point in human-centric computer vision. However, progress in related tasks is often hindered by the challenges of obtaining large-scale labeled datasets from…
Deep learning models have achieved state-of-the- art performance in recognizing human activities, but often rely on utilizing background cues present in typical computer vision datasets that predominantly have a stationary camera. If these…
Common knowledge indicates that the process of constructing image datasets usually depends on the time-intensive and inefficient method of manual collection and annotation. Large models offer a solution via data generation. Nonetheless,…
Video diffusion models provide powerful real-world simulators for embodied AI but remain limited in controllability for robotic manipulation. Recent works on trajectory-conditioned video generation address this gap but often rely on 2D…
Generative videos have the potential to revolutionize game development by autonomously creating new content. In this paper, we present GameFactory, a framework for action-controlled scene-generalizable game video generation. We first…
Interactive humanoid video generation aims to synthesize lifelike visual agents that can engage with humans through continuous and responsive video. Despite recent advances in video synthesis, existing methods often grapple with the…
Humanoid control systems have made significant progress in recent years, yet modeling fluent interaction-rich behavior between a robot, its surrounding environment, and task-relevant objects remains a fundamental challenge. This difficulty…
Creating a diverse and comprehensive dataset of hand gestures for dynamic human-machine interfaces in the automotive domain can be challenging and time-consuming. To overcome this challenge, we propose using synthetic gesture datasets…
Controllable trajectory generation guided by high-level semantic decisions, termed meta-actions, is crucial for autonomous driving systems. A significant limitation of existing frameworks is their reliance on invariant meta-actions assigned…
Recent 3D world modeling systems based on generative scene synthesis, such as Marble, can create coherent and explorable 3D environments, yet their outputs are typically static monolithic assets with limited editability and physical…
We propose a novel task of text-controlled human object interaction generation in 3D scenes with movable objects. Existing human-scene interaction datasets suffer from insufficient interaction categories and typically only consider…
We study the problem of directly deriving an initial human reenactment from a monocular video of a non-human character. Our goal is not to reconstruct the source character itself but to reinterpret its motion as a plausible and editable…
Language agents have achieved considerable performance on various complex question-answering tasks by planning with external tools. Despite the incessant exploration in this field, existing language agent systems still struggle with costly,…