CVJul 10, 2024Code
ActionVOS: Actions as Prompts for Video Object SegmentationLiangyang Ouyang, Ruicong Liu, Yifei Huang et al.
Delving into the realm of egocentric vision, the advancement of referring video object segmentation (RVOS) stands as pivotal in understanding human activities. However, existing RVOS task primarily relies on static attributes such as object names to segment target objects, posing challenges in distinguishing target objects from background objects and in identifying objects undergoing state changes. To address these problems, this work proposes a novel action-aware RVOS setting called ActionVOS, aiming at segmenting only active objects in egocentric videos using human actions as a key language prompt. This is because human actions precisely describe the behavior of humans, thereby helping to identify the objects truly involved in the interaction and to understand possible state changes. We also build a method tailored to work under this specific setting. Specifically, we develop an action-aware labeling module with an efficient action-guided focal loss. Such designs enable ActionVOS model to prioritize active objects with existing readily-available annotations. Experimental results on VISOR dataset reveal that ActionVOS significantly reduces the mis-segmentation of inactive objects, confirming that actions help the ActionVOS model understand objects' involvement. Further evaluations on VOST and VSCOS datasets show that the novel ActionVOS setting enhances segmentation performance when encountering challenging circumstances involving object state changes. We will make our implementation available at https://github.com/ut-vision/ActionVOS.
CVOct 5, 2022
Jitter Does Matter: Adapting Gaze Estimation to New DomainsRuicong Liu, Yiwei Bao, Mingjie Xu et al.
Deep neural networks have demonstrated superior performance on appearance-based gaze estimation tasks. However, due to variations in person, illuminations, and background, performance degrades dramatically when applying the model to a new domain. In this paper, we discover an interesting gaze jitter phenomenon in cross-domain gaze estimation, i.e., the gaze predictions of two similar images can be severely deviated in target domain. This is closely related to cross-domain gaze estimation tasks, but surprisingly, it has not been noticed yet previously. Therefore, we innovatively propose to utilize the gaze jitter to analyze and optimize the gaze domain adaptation task. We find that the high-frequency component (HFC) is an important factor that leads to jitter. Based on this discovery, we add high-frequency components to input images using the adversarial attack and employ contrastive learning to encourage the model to obtain similar representations between original and perturbed data, which reduces the impacts of HFC. We evaluate the proposed method on four cross-domain gaze estimation tasks, and experimental results demonstrate that it significantly reduces the gaze jitter and improves the gaze estimation performance in target domains.
CVJul 9, 2024
Masked Video and Body-worn IMU Autoencoder for Egocentric Action RecognitionMingfang Zhang, Yifei Huang, Ruicong Liu et al.
Compared with visual signals, Inertial Measurement Units (IMUs) placed on human limbs can capture accurate motion signals while being robust to lighting variation and occlusion. While these characteristics are intuitively valuable to help egocentric action recognition, the potential of IMUs remains under-explored. In this work, we present a novel method for action recognition that integrates motion data from body-worn IMUs with egocentric video. Due to the scarcity of labeled multimodal data, we design an MAE-based self-supervised pretraining method, obtaining strong multi-modal representations via modeling the natural correlation between visual and motion signals. To model the complex relation of multiple IMU devices placed across the body, we exploit the collaborative dynamics in multiple IMU devices and propose to embed the relative motion features of human joints into a graph structure. Experiments show our method can achieve state-of-the-art performance on multiple public datasets. The effectiveness of our MAE-based pretraining and graph-based IMU modeling are further validated by experiments in more challenging scenarios, including partially missing IMU devices and video quality corruption, promoting more flexible usages in the real world.
96.4CVMay 11Code
SocialDirector: Training-Free Social Interaction Control for Multi-Person Video GenerationLiangyang Ouyang, Ruicong Liu, Caixin Kang et al.
Video generation has advanced rapidly, producing photorealistic videos from text or image prompts. Meanwhile, film production and social robotics increasingly demand multi-person videos with rich social interactions, including conversations, gestures, and coordinated actions. However, existing models offer no explicit control over interactions, such as who performs which action, when it occurs, and toward whom it is directed. This often results in wrong person performing unintended actions (actor-action mismatch), disordered social dynamics, and wrong action targets. To address these challenges, we present SocialDirector, a training-free interaction controller that enhances the generation model by modulating cross-attention maps. SocialDirector contains two modules: Social Actor Masking and Directional Reweighting. Social Actor Masking constrains each person's visual tokens to attend only to their own textual descriptions via a spatiotemporal mask, avoiding actor-action mismatch and disordered social dynamics. Directional Reweighting amplifies attention to directional words (e.g., "leftward", "right"), leading each action towards its intended target. To evaluate generated social interactions, we annotate existing datasets with interaction descriptions and build a fully automated evaluation pipeline powered by open-source VLMs. Experiments on different video generation models show that SocialDirector significantly improves interaction fidelity and approaches the upper bound set by real videos.
97.6AIMay 21
Perception or Prejudice: Can MLLMs Go Beyond First Impressions of Personality?Caixin Kang, Tianyu Yan, Sitong Gong et al.
Multimodal Large Language Models (MLLMs) are increasingly deployed in human-facing roles where personality perception is critical, yet existing benchmarks evaluate this capability solely on numerical Big Five score prediction, leaving open whether models truly perceive personality through behavioral understanding or merely prejudge through superficial pattern matching. We address this gap with three contributions. (i) A new task: we formalize Grounded Personality Reasoning (GPR), which requires MLLMs to anchor each Big Five rating in observable evidence through a chain of rating, reasoning, and grounding. (ii) A new dataset: we release MM-OCEAN (1,104 videos, 5,320 MCQs), produced by a multi-agent pipeline with human verification, with timestamped behavioral observations, evidence-grounded trait analyses, and seven categories of cue-grounding MCQs. (iii) Benchmark and analysis: we design a three-tier evaluation (rating, reasoning, grounding) plus four sample-level failure-mode metrics: Prejudice Rate (PR), Confabulation Rate (CR), Integration-failure Rate (IR), and Holistic-grounding Rate (HR), and benchmark 27 MLLMs (13 closed, 14 open). The analysis uncovers a striking Prejudice Gap: across the field, 51% of correct ratings are not grounded in retrieved cues, and the Holistic-Grounding Rate spans only 0-33.5%. These findings expose a disconnect between getting the right score and reasoning for the right reason, charting a roadmap for grounded social cognition in MLLMs.
CVFeb 26
DyaDiT: A Multi-Modal Diffusion Transformer for Socially Favorable Dyadic Gesture GenerationYichen Peng, Jyun-Ting Song, Siyeol Jung et al.
Generating realistic conversational gestures are essential for achieving natural, socially engaging interactions with digital humans. However, existing methods typically map a single audio stream to a single speaker's motion, without considering social context or modeling the mutual dynamics between two people engaging in conversation. We present DyaDiT, a multi-modal diffusion transformer that generates contextually appropriate human motion from dyadic audio signals. Trained on Seamless Interaction Dataset, DyaDiT takes dyadic audio with optional social-context tokens to produce context-appropriate motion. It fuses information from both speakers to capture interaction dynamics, uses a motion dictionary to encode motion priors, and can optionally utilize the conversational partner's gestures to produce more responsive motion. We evaluate DyaDiT on standard motion generation metrics and conduct quantitative user studies, demonstrating that it not only surpasses existing methods on objective metrics but is also strongly preferred by users, highlighting its robustness and socially favorable motion generation. Code and models will be released upon acceptance.
CVMar 7, 2024Code
Single-to-Dual-View Adaptation for Egocentric 3D Hand Pose EstimationRuicong Liu, Takehiko Ohkawa, Mingfang Zhang et al.
The pursuit of accurate 3D hand pose estimation stands as a keystone for understanding human activity in the realm of egocentric vision. The majority of existing estimation methods still rely on single-view images as input, leading to potential limitations, e.g., limited field-of-view and ambiguity in depth. To address these problems, adding another camera to better capture the shape of hands is a practical direction. However, existing multi-view hand pose estimation methods suffer from two main drawbacks: 1) Requiring multi-view annotations for training, which are expensive. 2) During testing, the model becomes inapplicable if camera parameters/layout are not the same as those used in training. In this paper, we propose a novel Single-to-Dual-view adaptation (S2DHand) solution that adapts a pre-trained single-view estimator to dual views. Compared with existing multi-view training methods, 1) our adaptation process is unsupervised, eliminating the need for multi-view annotation. 2) Moreover, our method can handle arbitrary dual-view pairs with unknown camera parameters, making the model applicable to diverse camera settings. Specifically, S2DHand is built on certain stereo constraints, including pair-wise cross-view consensus and invariance of transformation between both views. These two stereo constraints are used in a complementary manner to generate pseudo-labels, allowing reliable adaptation. Evaluation results reveal that S2DHand achieves significant improvements on arbitrary camera pairs under both in-dataset and cross-dataset settings, and outperforms existing adaptation methods with leading performance. Project page: https://github.com/MickeyLLG/S2DHand.
CVDec 25, 2023Code
UVAGaze: Unsupervised 1-to-2 Views Adaptation for Gaze EstimationRuicong Liu, Feng Lu
Gaze estimation has become a subject of growing interest in recent research. Most of the current methods rely on single-view facial images as input. Yet, it is hard for these approaches to handle large head angles, leading to potential inaccuracies in the estimation. To address this issue, adding a second-view camera can help better capture eye appearance. However, existing multi-view methods have two limitations. 1) They require multi-view annotations for training, which are expensive. 2) More importantly, during testing, the exact positions of the multiple cameras must be known and match those used in training, which limits the application scenario. To address these challenges, we propose a novel 1-view-to-2-views (1-to-2 views) adaptation solution in this paper, the Unsupervised 1-to-2 Views Adaptation framework for Gaze estimation (UVAGaze). Our method adapts a traditional single-view gaze estimator for flexibly placed dual cameras. Here, the "flexibly" means we place the dual cameras in arbitrary places regardless of the training data, without knowing their extrinsic parameters. Specifically, the UVAGaze builds a dual-view mutual supervision adaptation strategy, which takes advantage of the intrinsic consistency of gaze directions between both views. In this way, our method can not only benefit from common single-view pre-training, but also achieve more advanced dual-view gaze estimation. The experimental results show that a single-view estimator, when adapted for dual views, can achieve much higher accuracy, especially in cross-dataset settings, with a substantial improvement of 47.0%. Project page: https://github.com/MickeyLLG/UVAGaze.
CVDec 15, 2025
Towards Interactive Intelligence for Digital HumansYiyi Cai, Xuangeng Chu, Xiwei Gao et al.
We introduce Interactive Intelligence, a novel paradigm of digital human that is capable of personality-aligned expression, adaptive interaction, and self-evolution. To realize this, we present Mio (Multimodal Interactive Omni-Avatar), an end-to-end framework composed of five specialized modules: Thinker, Talker, Face Animator, Body Animator, and Renderer. This unified architecture integrates cognitive reasoning with real-time multimodal embodiment to enable fluid, consistent interaction. Furthermore, we establish a new benchmark to rigorously evaluate the capabilities of interactive intelligence. Extensive experiments demonstrate that our framework achieves superior performance compared to state-of-the-art methods across all evaluated dimensions. Together, these contributions move digital humans beyond superficial imitation toward intelligent interaction.
HCDec 8, 2025
Living the Novel: A System for Generating Self-Training Timeline-Aware Conversational Agents from NovelsYifei Huang, Tianyu Yan, Sitong Gong et al.
We present the Living Novel, an end-to-end system that transforms any literary work into an immersive, multi-character conversational experience. This system is designed to solve two fundamental challenges for LLM-driven characters. Firstly, generic LLMs suffer from persona drift, often failing to stay in character. Secondly, agents often exhibit abilities that extend beyond the constraints of the story's world and logic, leading to both narrative incoherence (spoiler leakage) and robustness failures (frame-breaking). To address these challenges, we introduce a novel two-stage training pipeline. Our Deep Persona Alignment (DPA) stage uses data-free reinforcement finetuning to instill deep character fidelity. Our Coherence and Robustness Enhancing (CRE) stage then employs a story-time-aware knowledge graph and a second retrieval-grounded training pass to architecturally enforce these narrative constraints. We validate our system through a multi-phase evaluation using Jules Verne's Twenty Thousand Leagues Under the Sea. A lab study with a detailed ablation of system components is followed by a 5-day in-the-wild diary study. Our DPA pipeline helps our specialized model outperform GPT-4o on persona-specific metrics, and our CRE stage achieves near-perfect performance in coherence and robustness measures. Our study surfaces practical design guidelines for AI-driven narrative systems: we find that character-first self-training is foundational for believability, while explicit story-time constraints are crucial for sustaining coherent, interruption-resilient mobile-web experiences.
CVNov 22, 2025Code
SFHand: A Streaming Framework for Language-guided 3D Hand Forecasting and Embodied ManipulationRuicong Liu, Yifei Huang, Liangyang Ouyang et al.
Real-time 3D hand forecasting is a critical component for fluid human-computer interaction in applications like AR and assistive robotics. However, existing methods are ill-suited for these scenarios, as they typically require offline access to accumulated video sequences and cannot incorporate language guidance that conveys task intent. To overcome these limitations, we introduce SFHand, the first streaming framework for language-guided 3D hand forecasting. SFHand autoregressively predicts a comprehensive set of future 3D hand states, including hand type, 2D bounding box, 3D pose, and trajectory, from a continuous stream of video and language instructions. Our framework combines a streaming autoregressive architecture with an ROI-enhanced memory layer, capturing temporal context while focusing on salient hand-centric regions. To enable this research, we also introduce EgoHaFL, the first large-scale dataset featuring synchronized 3D hand poses and language instructions. We demonstrate that SFHand achieves new state-of-the-art results in 3D hand forecasting, outperforming prior work by a significant margin of up to 35.8%. Furthermore, we show the practical utility of our learned representations by transferring them to downstream embodied manipulation tasks, improving task success rates by up to 13.4% on multiple benchmarks. Dataset page: https://huggingface.co/datasets/ut-vision/EgoHaFL, project page: https://github.com/ut-vision/SFHand.
CVDec 10, 2025
UniLS: End-to-End Audio-Driven Avatars for Unified Listening and SpeakingXuangeng Chu, Ruicong Liu, Yifei Huang et al.
Generating lifelike conversational avatars requires modeling not just isolated speakers, but the dynamic, reciprocal interaction of speaking and listening. However, modeling the listener is exceptionally challenging: direct audio-driven training fails, producing stiff, static listening motions. This failure stems from a fundamental imbalance: the speaker's motion is strongly driven by speech audio, while the listener's motion primarily follows an internal motion prior and is only loosely guided by external speech. This challenge has led most methods to focus on speak-only generation. The only prior attempt at joint generation relies on extra speaker's motion to produce the listener. This design is not end-to-end, thereby hindering the real-time applicability. To address this limitation, we present UniLS, the first end-to-end framework for generating unified speak-listen expressions, driven by only dual-track audio. Our method introduces a novel two-stage training paradigm. Stage 1 first learns the internal motion prior by training an audio-free autoregressive generator, capturing the spontaneous dynamics of natural facial motion. Stage 2 then introduces the dual-track audio, fine-tuning the generator to modulate the learned motion prior based on external speech cues. Extensive evaluations show UniLS achieves state-of-the-art speaking accuracy. More importantly, it delivers up to 44.1\% improvement in listening metrics, generating significantly more diverse and natural listening expressions. This effectively mitigates the stiffness problem and provides a practical, high-fidelity audio-driven solution for interactive digital humans.
CVNov 20, 2025
Can MLLMs Read the Room? A Multimodal Benchmark for Assessing Deception in Multi-Party Social InteractionsCaixin Kang, Yifei Huang, Liangyang Ouyang et al.
Despite their advanced reasoning capabilities, state-of-the-art Multimodal Large Language Models (MLLMs) demonstrably lack a core component of human intelligence: the ability to `read the room' and assess deception in complex social interactions. To rigorously quantify this failure, we introduce a new task, Multimodal Interactive Deception Assessment (MIDA), and present a novel multimodal dataset providing synchronized video and text with verifiable ground-truth labels for every statement. We establish a comprehensive benchmark evaluating 12 state-of-the-art open- and closed-source MLLMs, revealing a significant performance gap: even powerful models like GPT-4o struggle to distinguish truth from falsehood reliably. Our analysis of failure modes indicates that these models fail to effectively ground language in multimodal social cues and lack the ability to model what others know, believe, or intend, highlighting the urgent need for novel approaches to building more perceptive and trustworthy AI systems. To take a step forward, we design a Social Chain-of-Thought (SoCoT) reasoning pipeline and a Dynamic Social Epistemic Memory (DSEM) module. Our framework yields performance improvement on this challenging task, demonstrating a promising new path toward building MLLMs capable of genuine human-like social reasoning.
CVSep 28, 2025
AssemblyHands-X: Modeling 3D Hand-Body Coordination for Understanding Bimanual Human ActivitiesTatsuro Banno, Takehiko Ohkawa, Ruicong Liu et al.
Bimanual human activities inherently involve coordinated movements of both hands and body. However, the impact of this coordination in activity understanding has not been systematically evaluated due to the lack of suitable datasets. Such evaluation demands kinematic-level annotations (e.g., 3D pose) for the hands and body, yet existing 3D activity datasets typically annotate either hand or body pose. Another line of work employs marker-based motion capture to provide full-body pose, but the physical markers introduce visual artifacts, thereby limiting models' generalization to natural, markerless videos. To address these limitations, we present AssemblyHands-X, the first markerless 3D hand-body benchmark for bimanual activities, designed to study the effect of hand-body coordination for action recognition. We begin by constructing a pipeline for 3D pose annotation from synchronized multi-view videos. Our approach combines multi-view triangulation with SMPL-X mesh fitting, yielding reliable 3D registration of hands and upper body. We then validate different input representations (e.g., video, hand pose, body pose, or hand-body pose) across recent action recognition models based on graph convolution or spatio-temporal attention. Our extensive experiments show that pose-based action inference is more efficient and accurate than video baselines. Moreover, joint modeling of hand and body cues improves action recognition over using hands or upper body alone, highlighting the importance of modeling interdependent hand-body dynamics for a holistic understanding of bimanual activities.
CVSep 21, 2025
Leveraging RGB Images for Pre-Training of Event-Based Hand Pose EstimationRuicong Liu, Takehiko Ohkawa, Tze Ho Elden Tse et al.
This paper presents RPEP, the first pre-training method for event-based 3D hand pose estimation using labeled RGB images and unpaired, unlabeled event data. Event data offer significant benefits such as high temporal resolution and low latency, but their application to hand pose estimation is still limited by the scarcity of labeled training data. To address this, we repurpose real RGB datasets to train event-based estimators. This is done by constructing pseudo-event-RGB pairs, where event data is generated and aligned with the ground-truth poses of RGB images. Unfortunately, existing pseudo-event generation techniques assume stationary objects, thus struggling to handle non-stationary, dynamically moving hands. To overcome this, RPEP introduces a novel generation strategy that decomposes hand movements into smaller, step-by-step motions. This decomposition allows our method to capture temporal changes in articulation, constructing more realistic event data for a moving hand. Additionally, RPEP imposes a motion reversal constraint, regularizing event generation using reversed motion. Extensive experiments show that our pre-trained model significantly outperforms state-of-the-art methods on real event data, achieving up to 24% improvement on EvRealHands. Moreover, it delivers strong performance with minimal labeled samples for fine-tuning, making it well-suited for practical deployment.
CVMay 20, 2025
Egocentric Action-aware Inertial Localization in Point Clouds with Vision-Language GuidanceMingfang Zhang, Ryo Yonetani, Yifei Huang et al.
This paper presents a novel inertial localization framework named Egocentric Action-aware Inertial Localization (EAIL), which leverages egocentric action cues from head-mounted IMU signals to localize the target individual within a 3D point cloud. Human inertial localization is challenging due to IMU sensor noise that causes trajectory drift over time. The diversity of human actions further complicates IMU signal processing by introducing various motion patterns. Nevertheless, we observe that some actions captured by the head-mounted IMU correlate with spatial environmental structures (e.g., bending down to look inside an oven, washing dishes next to a sink), thereby serving as spatial anchors to compensate for the localization drift. The proposed EAIL framework learns such correlations via hierarchical multi-modal alignment with vision-language guidance. By assuming that the 3D point cloud of the environment is available, it contrastively learns modality encoders that align short-term egocentric action cues in IMU signals with local environmental features in the point cloud. The learning process is enhanced using concurrently collected vision and language signals to improve multimodal alignment. The learned encoders are then used in reasoning the IMU data and the point cloud over time and space to perform inertial localization. Interestingly, these encoders can further be utilized to recognize the corresponding sequence of actions as a by-product. Extensive experiments demonstrate the effectiveness of the proposed framework over state-of-the-art inertial localization and inertial action recognition baselines.
CVJul 29, 2021
Generalizing Gaze Estimation with Outlier-guided Collaborative AdaptationYunfei Liu, Ruicong Liu, Haofei Wang et al.
Deep neural networks have significantly improved appearance-based gaze estimation accuracy. However, it still suffers from unsatisfactory performance when generalizing the trained model to new domains, e.g., unseen environments or persons. In this paper, we propose a plug-and-play gaze adaptation framework (PnP-GA), which is an ensemble of networks that learn collaboratively with the guidance of outliers. Since our proposed framework does not require ground-truth labels in the target domain, the existing gaze estimation networks can be directly plugged into PnP-GA and generalize the algorithms to new domains. We test PnP-GA on four gaze domain adaptation tasks, ETH-to-MPII, ETH-to-EyeDiap, Gaze360-to-MPII, and Gaze360-to-EyeDiap. The experimental results demonstrate that the PnP-GA framework achieves considerable performance improvements of 36.9%, 31.6%, 19.4%, and 11.8% over the baseline system. The proposed framework also outperforms the state-of-the-art domain adaptation approaches on gaze domain adaptation tasks.