Related papers: ReactMotion: Generating Reactive Listener Motions …
Verbal and non-verbal human reaction generation is a challenging task, as different reactions could be appropriate for responding to the same behaviour. This paper proposes the first multiple and multimodal (verbal and nonverbal)…
This paper addresses the problem of generating whole-body motion from speech. Despite great successes, prior methods still struggle to produce reasonable and diverse whole-body motions from speech. This is due to their reliance on…
Current co-speech motion generation approaches usually focus on upper body gestures following speech contents only, while lacking supporting the elaborate control of synergistic full-body motion based on text prompts, such as talking while…
Recent advances in co-speech gesture and talking head generation have been impressive, yet most methods focus on only one of the two tasks. Those that attempt to generate both often rely on separate models or network modules, increasing…
Full-body gestures play a pivotal role in natural interactions and are crucial for achieving effective communication. Nevertheless, most existing studies primarily focus on the gesture generation of speakers, overlooking the vital role of…
Generating realistic human motions that naturally respond to both spoken language and physical objects is crucial for interactive digital experiences. Current methods, however, address speech-driven gestures or object interactions…
We present a method that generates expressive talking heads from a single facial image with audio as the only input. In contrast to previous approaches that attempt to learn direct mappings from audio to raw pixels or points for creating…
The automatic co-speech gesture generation draws much attention in computer animation. Previous works designed network structures on individual datasets, which resulted in a lack of data volume and generalizability across different motion…
Automatic gesture generation from speech generally relies on implicit modelling of the nondeterministic speech-gesture relationship and can result in averaged motion lacking defined form. Here, we propose a database-driven approach of…
Human auditory perception is shaped by moving sound sources in 3D space, yet prior work in generative sound modelling has largely been restricted to mono signals or static spatial audio. In this work, we introduce a framework for generating…
Stakeholders' conversations in requirements elicitation meetings hold valuable insights into system and client needs. However, manually extracting requirements is time-consuming, labor-intensive, and prone to errors and biases. While…
Text to Motion aims to generate human motions from texts. Existing settings rely on limited Action Texts that include action labels, which limits flexibility and practicability in scenarios difficult to describe directly. This paper extends…
Understanding the lip movement and inferring the speech from it is notoriously difficult for the common person. The task of accurate lip-reading gets help from various cues of the speaker and its contextual or environmental setting. Every…
For dialogue response generation, traditional generative models generate responses solely from input queries. Such models rely on insufficient information for generating a specific response since a certain query could be answered in…
Body and face motion play an integral role in communication. They convey crucial information on the participants. Advances in generative modeling and multi-modal learning have enabled motion generation from signals such as speech,…
Whenever we speak, our voice is accompanied by facial movements and expressions. Several recent works have shown the synthesis of highly photo-realistic videos of talking faces, but they either require a source video to drive the target…
Lip motion reflects behavior characteristics of speakers, and thus can be used as a new kind of biometrics in speaker recognition. In the literature, lots of works used two-dimensional (2D) lip images to recognize speaker in a textdependent…
Generating facial reactions in a human-human dyadic interaction is complex and highly dependent on the context since more than one facial reactions can be appropriate for the speaker's behaviour. This has challenged existing machine…
Existing gesture generation methods primarily focus on upper body gestures based on audio features, neglecting speech content, emotion, and locomotion. These limitations result in stiff, mechanical gestures that fail to convey the true…
Language models pretrained on text-only corpora often struggle with tasks that require auditory commonsense knowledge. Previous work addresses this problem by augmenting the language model to retrieve knowledge from external audio…