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We present SentiAvatar, a framework for building expressive interactive 3D digital humans, and use it to create SuSu, a virtual character that speaks, gestures, and emotes in real time. Achieving such a system remains challenging, as it…
By combining voice and touch interactions, multimodal interfaces can surpass the efficiency of either modality alone. Traditional multimodal frameworks require laborious developer work to support rich multimodal commands where the user's…
Progress in embodied intelligence increasingly depends on scalable data infrastructure. While vision and language have scaled with internet corpora, learning physical interaction remains constrained by the lack of large, diverse, and richly…
Video-Action Models (VAMs) have emerged as a promising framework for embodied intelligence, learning implicit world dynamics from raw video streams to produce temporally consistent action predictions. Although such models demonstrate strong…
Spoken conversational systems require more than accurate speech generation to have human-like conversations: to feel natural and engaging, they must produce conversational behaviour that adapts dynamically to the context. Current spoken…
Given an arbitrary face image and an arbitrary speech clip, the proposed work attempts to generating the talking face video with accurate lip synchronization while maintaining smooth transition of both lip and facial movement over the…
Vision-Language-Action (VLA) models have emerged as a unified paradigm for robotic perception and control, enabling emergent generalization and long-horizon task execution. However, their deployment in dynamic, real-world environments is…
Tuning language models for dialogue generation has been a prevalent paradigm for building capable dialogue agents. Yet, traditional tuning narrowly views dialogue generation as resembling other language generation tasks, ignoring the role…
Interaction and navigation defined by natural language instructions in dynamic environments pose significant challenges for neural agents. This paper focuses on addressing two challenges: handling long sequence of subtasks, and…
Research on diffusion model-based video generation has advanced rapidly. However, limitations in object fidelity and generation length hinder its practical applications. Additionally, specific domains like animated wallpapers require…
While imitation learning (IL) has achieved impressive success in dexterous manipulation through generative modeling and pretraining, state-of-the-art approaches like Vision-Language-Action (VLA) models still struggle with adaptation to…
Advancements in language foundation models have primarily fueled the recent surge in artificial intelligence. In contrast, generative learning of non-textual modalities, especially videos, significantly trails behind language modeling. This…
Inferring rigid-body physical states and properties from monocular videos is a fundamental step toward physics-based perception and simulation. Existing approaches assume specific underlying physical systems, object types, and camera poses,…
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…
Recent reinforcement learning (RL) approaches have shown strong performance in complex domains such as Atari games, but are often highly sample inefficient. A common approach to reduce interaction time with the environment is to use reward…
Video-language modeling has attracted much attention with the rapid growth of web videos. Most existing methods assume that the video frames and text description are semantically correlated, and focus on video-language modeling at video…
Humans develop an understanding of intuitive physics through active interaction with the world. This approach is in stark contrast to current video models, such as Sora, which rely on passive observation and therefore struggle with grasping…
The human hand is our primary interface to the physical world, yet egocentric perception rarely knows when, where, or how forcefully it makes contact. Robust wearable tactile sensors are scarce, and no existing in-the-wild datasets align…
We present a simple and intuitive approach for interactive control of physically simulated characters. Our work builds upon generative adversarial networks (GAN) and reinforcement learning, and introduces an imitation learning framework…
This paper scales object-level reconstruction to complex scenes, advancing interactive scene reconstruction. We introduce two datasets, OmniSim and InterReal, featuring 28 scenes with multiple interactive objects. To tackle the challenge of…