CVNov 3, 2025Code
Towards Reliable Human Evaluations in Gesture Generation: Insights from a Community-Driven State-of-the-Art BenchmarkRajmund Nagy, Hendric Voss, Thanh Hoang-Minh et al.
We review human evaluation practices in automated, speech-driven 3D gesture generation and find a lack of standardisation and frequent use of flawed experimental setups. This leads to a situation where it is impossible to know how different methods compare, or what the state of the art is. In order to address common shortcomings of evaluation design, and to standardise future user studies in gesture-generation works, we introduce a detailed human evaluation protocol for the widely-used BEAT2 motion-capture dataset. Using this protocol, we conduct large-scale crowdsourced evaluation to rank six recent gesture-generation models -- each trained by its original authors -- across two key evaluation dimensions: motion realism and speech-gesture alignment. Our results provide strong evidence that 1) newer models do not consistently outperform earlier approaches; 2) published claims of high motion realism or speech-gesture alignment may not hold up under rigorous evaluation; and 3) the field must adopt disentangled assessments of motion quality and multimodal alignment for accurate benchmarking in order to make progress. Finally, in order to drive standardisation and enable new evaluation research, we will release five hours of synthetic motion from the benchmarked models; over 750 rendered video stimuli from the user studies -- enabling new evaluations without model reimplementation required -- alongside our open-source rendering script, and the 16,000 pairwise human preference votes collected for our benchmark.
CVJul 1, 2025Code
JAX-IK: Real-Time Inverse Kinematics for Generating Multi-Constrained Movements of Virtual Human CharactersHendric Voss, Stefan Kopp
Generating accurate and realistic virtual human movements in real-time is of high importance for a variety of applications in computer graphics, interactive virtual environments, robotics, and biomechanics. This paper introduces a novel real-time inverse kinematics (IK) solver specifically designed for realistic human-like movement generation. Leveraging the automatic differentiation and just-in-time compilation of TensorFlow, the proposed solver efficiently handles complex articulated human skeletons with high degrees of freedom. By treating forward and inverse kinematics as differentiable operations, our method effectively addresses common challenges such as error accumulation and complicated joint limits in multi-constrained problems, which are critical for realistic human motion modeling. We demonstrate the solver's effectiveness on the SMPLX human skeleton model, evaluating its performance against widely used iterative-based IK algorithms, like Cyclic Coordinate Descent (CCD), FABRIK, and the nonlinear optimization algorithm IPOPT. Our experiments cover both simple end-effector tasks and sophisticated, multi-constrained problems with realistic joint limits. Results indicate that our IK solver achieves real-time performance, exhibiting rapid convergence, minimal computational overhead per iteration, and improved success rates compared to existing methods. The project code is available at https://github.com/hvoss-techfak/JAX-IK
CLAug 6, 2024
Towards an Analysis of Discourse and Interactional Pragmatic Reasoning Capabilities of Large Language ModelsAmelie Robrecht, Judith Sieker, Clara Lachenmaier et al.
In this work, we want to give an overview on which pragmatic abilities have been tested in LLMs so far and how these tests have been carried out. To do this, we first discuss the scope of the field of pragmatics and suggest a subdivision into discourse pragmatics and interactional pragmatics. We give a non-exhaustive overview of the phenomena of those two subdomains and the methods traditionally used to analyze them. We subsequently consider the resulting heterogeneous set of phenomena and methods as a starting point for our survey of work on discourse pragmatics and interactional pragmatics in the context of LLMs.
CLApr 25, 2025
Investigating Co-Constructive Behavior of Large Language Models in Explanation DialoguesLeandra Fichtel, Maximilian Spliethöver, Eyke Hüllermeier et al.
The ability to generate explanations that are understood by explainees is the quintessence of explainable artificial intelligence. Since understanding depends on the explainee's background and needs, recent research focused on co-constructive explanation dialogues, where an explainer continuously monitors the explainee's understanding and adapts their explanations dynamically. We investigate the ability of large language models (LLMs) to engage as explainers in co-constructive explanation dialogues. In particular, we present a user study in which explainees interact with an LLM in two settings, one of which involves the LLM being instructed to explain a topic co-constructively. We evaluate the explainees' understanding before and after the dialogue, as well as their perception of the LLMs' co-constructive behavior. Our results suggest that LLMs show some co-constructive behaviors, such as asking verification questions, that foster the explainees' engagement and can improve understanding of a topic. However, their ability to effectively monitor the current understanding and scaffold the explanations accordingly remains limited.
CLMay 19, 2025
SNAPE-PM: Building and Utilizing Dynamic Partner Models for Adaptive Explanation GenerationAmelie S. Robrecht, Christoph R. Kowalski, Stefan Kopp
Adapting to the addressee is crucial for successful explanations, yet poses significant challenges for dialogsystems. We adopt the approach of treating explanation generation as a non-stationary decision process, where the optimal strategy varies according to changing beliefs about the explainee and the interaction context. In this paper we address the questions of (1) how to track the interaction context and the relevant listener features in a formally defined computational partner model, and (2) how to utilize this model in the dynamically adjusted, rational decision process that determines the currently best explanation strategy. We propose a Bayesian inference-based approach to continuously update the partner model based on user feedback, and a non-stationary Markov Decision Process to adjust decision-making based on the partner model values. We evaluate an implementation of this framework with five simulated interlocutors, demonstrating its effectiveness in adapting to different partners with constant and even changing feedback behavior. The results show high adaptivity with distinct explanation strategies emerging for different partners, highlighting the potential of our approach to improve explainable AI systems and dialogsystems in general.
HCOct 20, 2025
ImaGGen: Zero-Shot Generation of Co-Speech Semantic Gestures Grounded in Language and Image InputHendric Voss, Stefan Kopp
Human communication combines speech with expressive nonverbal cues such as hand gestures that serve manifold communicative functions. Yet, current generative gesture generation approaches are restricted to simple, repetitive beat gestures that accompany the rhythm of speaking but do not contribute to communicating semantic meaning. This paper tackles a core challenge in co-speech gesture synthesis: generating iconic or deictic gestures that are semantically coherent with a verbal utterance. Such gestures cannot be derived from language input alone, which inherently lacks the visual meaning that is often carried autonomously by gestures. We therefore introduce a zero-shot system that generates gestures from a given language input and additionally is informed by imagistic input, without manual annotation or human intervention. Our method integrates an image analysis pipeline that extracts key object properties such as shape, symmetry, and alignment, together with a semantic matching module that links these visual details to spoken text. An inverse kinematics engine then synthesizes iconic and deictic gestures and combines them with co-generated natural beat gestures for coherent multimodal communication. A comprehensive user study demonstrates the effectiveness of our approach. In scenarios where speech alone was ambiguous, gestures generated by our system significantly improved participants' ability to identify object properties, confirming their interpretability and communicative value. While challenges remain in representing complex shapes, our results highlight the importance of context-aware semantic gestures for creating expressive and collaborative virtual agents or avatars, marking a substantial step forward towards efficient and robust, embodied human-agent interaction. More information and example videos are available here: https://review-anon-io.github.io/ImaGGen.github.io/
HCOct 20, 2025
Conveying Meaning through Gestures: An Investigation into Semantic Co-Speech Gesture GenerationHendric Voss, Lisa Michelle Bohnenkamp, Stefan Kopp
This study explores two frameworks for co-speech gesture generation, AQ-GT and its semantically-augmented variant AQ-GT-a, to evaluate their ability to convey meaning through gestures and how humans perceive the resulting movements. Using sentences from the SAGA spatial communication corpus, contextually similar sentences, and novel movement-focused sentences, we conducted a user-centered evaluation of concept recognition and human-likeness. Results revealed a nuanced relationship between semantic annotations and performance. The original AQ-GT framework, lacking explicit semantic input, was surprisingly more effective at conveying concepts within its training domain. Conversely, the AQ-GT-a framework demonstrated better generalization, particularly for representing shape and size in novel contexts. While participants rated gestures from AQ-GT-a as more expressive and helpful, they did not perceive them as more human-like. These findings suggest that explicit semantic enrichment does not guarantee improved gesture generation and that its effectiveness is highly dependent on the context, indicating a potential trade-off between specialization and generalization.
HCJun 18, 2024
Integrating Representational Gestures into Automatically Generated Embodied Explanations and its Effects on Understanding and Interaction QualityAmelie Sophie Robrecht, Hendric Voss, Lisa Gottschalk et al.
In human interaction, gestures serve various functions such as marking speech rhythm, highlighting key elements, and supplementing information. These gestures are also observed in explanatory contexts. However, the impact of gestures on explanations provided by virtual agents remains underexplored. A user study was carried out to investigate how different types of gestures influence perceived interaction quality and listener understanding. This study addresses the effect of gestures in explanation by developing an embodied virtual explainer integrating both beat gestures and iconic gestures to enhance its automatically generated verbal explanations. Our model combines beat gestures generated by a learned speech-driven synthesis module with manually captured iconic gestures, supporting the agent's verbal expressions about the board game Quarto! as an explanation scenario. Findings indicate that neither the use of iconic gestures alone nor their combination with beat gestures outperforms the baseline or beat-only conditions in terms of understanding. Nonetheless, compared to prior research, the embodied agent significantly enhances understanding.
HCMay 2, 2023
AQ-GT: a Temporally Aligned and Quantized GRU-Transformer for Co-Speech Gesture SynthesisHendric Voß, Stefan Kopp
The generation of realistic and contextually relevant co-speech gestures is a challenging yet increasingly important task in the creation of multimodal artificial agents. Prior methods focused on learning a direct correspondence between co-speech gesture representations and produced motions, which created seemingly natural but often unconvincing gestures during human assessment. We present an approach to pre-train partial gesture sequences using a generative adversarial network with a quantization pipeline. The resulting codebook vectors serve as both input and output in our framework, forming the basis for the generation and reconstruction of gestures. By learning the mapping of a latent space representation as opposed to directly mapping it to a vector representation, this framework facilitates the generation of highly realistic and expressive gestures that closely replicate human movement and behavior, while simultaneously avoiding artifacts in the generation process. We evaluate our approach by comparing it with established methods for generating co-speech gestures as well as with existing datasets of human behavior. We also perform an ablation study to assess our findings. The results show that our approach outperforms the current state of the art by a clear margin and is partially indistinguishable from human gesturing. We make our data pipeline and the generation framework publicly available.
CVFeb 8, 2022
Addressing Data Scarcity in Multimodal User State Recognition by Combining Semi-Supervised and Supervised LearningHendric Voß, Heiko Wersing, Stefan Kopp
Detecting mental states of human users is crucial for the development of cooperative and intelligent robots, as it enables the robot to understand the user's intentions and desires. Despite their importance, it is difficult to obtain a large amount of high quality data for training automatic recognition algorithms as the time and effort required to collect and label such data is prohibitively high. In this paper we present a multimodal machine learning approach for detecting dis-/agreement and confusion states in a human-robot interaction environment, using just a small amount of manually annotated data. We collect a data set by conducting a human-robot interaction study and develop a novel preprocessing pipeline for our machine learning approach. By combining semi-supervised and supervised architectures, we are able to achieve an average F1-score of 81.1\% for dis-/agreement detection with a small amount of labeled data and a large unlabeled data set, while simultaneously increasing the robustness of the model compared to the supervised approach.
AIDec 10, 2021
Towards autonomous artificial agents with an active self: modeling sense of control in situated actionSebastian Kahl, Sebastian Wiese, Nele Russwinkel et al.
In this paper we present a computational modeling account of an active self in artificial agents. In particular we focus on how an agent can be equipped with a sense of control and how it arises in autonomous situated action and, in turn, influences action control. We argue that this requires laying out an embodied cognitive model that combines bottom-up processes (sensorimotor learning and fine-grained adaptation of control) with top-down processes (cognitive processes for strategy selection and decision-making). We present such a conceptual computational architecture based on principles of predictive processing and free energy minimization. Using this general model, we describe how a sense of control can form across the levels of a control hierarchy and how this can support action control in an unpredictable environment. We present an implementation of this model as well as first evaluations in a simulated task scenario, in which an autonomous agent has to cope with un-/predictable situations and experiences corresponding sense of control. We explore different model parameter settings that lead to different ways of combining low-level and high-level action control. The results show the importance of appropriately weighting information in situations where the need for low/high-level action control varies and they demonstrate how the sense of control can facilitate this.
MADec 2, 2021
Resonating Minds -- Emergent Collaboration Through Hierarchical Active InferenceJan Pöppel, Sebastian Kahl, Stefan Kopp
Working together on complex collaborative tasks requires agents to coordinate their actions. Doing this explicitly or completely prior to the actual interaction is not always possible nor sufficient. Agents also need to continuously understand the current actions of others and quickly adapt their own behavior appropriately. Here we investigate how efficient, automatic coordination processes at the level of mental states (intentions, goals), which we call belief resonance, can lead to collaborative situated problem-solving. We present a model of hierarchical active inference for collaborative agents (HAICA). It combines efficient Bayesian Theory of Mind processes with a perception-action system based on predictive processing and active inference. Belief resonance is realized by letting the inferred mental states of one agent influence another agent's predictive beliefs about its own goals and intentions. This way, the inferred mental states influence the agent's own task behavior without explicit collaborative reasoning. We implement and evaluate this model in the Overcooked domain, in which two agents with varying degrees of belief resonance team up to fulfill meal orders. Our results demonstrate that agents based on HAICA achieve a team performance comparable to recent state of the art approaches, while incurring much lower computational costs. We also show that belief resonance is especially beneficial in settings were the agents have asymmetric knowledge about the environment. The results indicate that belief resonance and active inference allow for quick and efficient agent coordination, and thus can serve as a building block for collaborative cognitive agents.
AISep 23, 2019
Satisficing Mentalizing: Bayesian Models of Theory of Mind Reasoning in Scenarios with Different UncertaintiesJan Pöppel, Stefan Kopp
The ability to interpret the mental state of another agent based on its behavior, also called Theory of Mind (ToM), is crucial for humans in any kind of social interaction. Artificial systems, such as intelligent assistants, would also greatly benefit from such mentalizing capabilities. However, humans and systems alike are bound by limitations in their available computational resources. This raises the need for satisficing mentalizing, reconciling accuracy and efficiency in mental state inference that is good enough for a given situation. In this paper, we present different Bayesian models of ToM reasoning and evaluate them based on actual human behavior data that were generated under different kinds of uncertainties. We propose a Switching approach that combines specialized models, embodying simplifying presumptions, in order to achieve a more statisficing mentalizing compared to a Full Bayesian ToM model.
NCOct 23, 2018
A predictive processing model of perception and action for self-other distinctionSebastian Kahl, Stefan Kopp
During interaction with others, we perceive and produce social actions in close temporal distance or even simultaneously. It has been argued that the motor system is involved in perception and action, playing a fundamental role in the handling of actions produced by oneself and by others. But how does it distinguish in this processing between self and other, thus contributing to self-other distinction? In this paper we propose a hierarchical model of sensorimotor coordination based on principles of perception-action coupling and predictive processing in which self-other distinction arises during action and perception. For this we draw on mechanisms assumed for the integration of cues for a sense of agency, i.e., the sense that an action is self-generated. We report results from simulations of different scenarios, showing that the model is not only able to minimize free energy during perception and action, but also showing that the model can correctly attribute sense of agency to own actions.
AISep 26, 2017
Automatic Error Analysis of Human Motor Performance for Interactive Coaching in Virtual RealityFelix Hülsmann, Stefan Kopp, Mario Botsch
In the context of fitness coaching or for rehabilitation purposes, the motor actions of a human participant must be observed and analyzed for errors in order to provide effective feedback. This task is normally carried out by human coaches, and it needs to be solved automatically in technical applications that are to provide automatic coaching (e.g. training environments in VR). However, most coaching systems only provide coarse information on movement quality, such as a scalar value per body part that describes the overall deviation from the correct movement. Further, they are often limited to static body postures or rather simple movements of single body parts. While there are many approaches to distinguish between different types of movements (e.g., between walking and jumping), the detection of more subtle errors in a motor performance is less investigated. We propose a novel approach to classify errors in sports or rehabilitation exercises such that feedback can be delivered in a rapid and detailed manner: Homogeneous sub-sequences of exercises are first temporally aligned via Dynamic Time Warping. Next, we extract a feature vector from the aligned sequences, which serves as a basis for feature selection using Random Forests. The selected features are used as input for Support Vector Machines, which finally classify the movement errors. We compare our algorithm to a well established state-of-the-art approach in time series classification, 1-Nearest Neighbor combined with Dynamic Time Warping, and show our algorithm's superiority regarding classification quality as well as computational cost.