The demand for edge AI in vision-language tasks requires models that achieve real-time performance on resource-constrained devices with limited power and memory. This paper proposes two adaptive compression techniques -- Sparse Temporal Token Fusion (STTF) and Adaptive Neural Compression (ANC) -- that integrate algorithmic innovations with hardware-aware optimizations. Unlike previous approaches relying on static pruning or uniform scaling, STTF dynamically reuses visual tokens through event-driven change detection, while ANC conditionally activates encoder branches via a learned router, enabling fine-grained adaptation to scene complexity. Our 3B-parameter TinyGPT-STTF achieves CIDEr 131.2, BLEU-4 0.38, METEOR 0.31, and ROUGE-L 0.56 on the COCO 2017 test set, surpassing LLaVA-1.5 7B by 17.6 CIDEr points while using 2.3x fewer parameters and 62x fewer on-device FLOPs. TinyGPT-ANC reaches CIDEr 128.5. On event-based vision tasks, STTF reduces average token count by 84% (from 196 to 31 tokens) while preserving 95.6% accuracy on the DVS128 Gesture dataset, and ANC cuts FLOPs by up to 90% in low-motion scenes. Compared to strong baselines, our models improve accuracy by up to 4.4% and reduce latency by up to 13x. These results enable efficient deployment of capable vision-language models on real-world edge devices.
https://arxiv.org/abs/2511.18504
Understanding social interaction in video requires reasoning over a dynamic interplay of verbal and non-verbal cues: who is speaking, to whom, and with what gaze or gestures. While Multimodal Large Language Models (MLLMs) are natural candidates, simply adding visual inputs yields surprisingly inconsistent gains on social tasks. Our quantitative analysis of cross-modal attention inside state-of-the-art MLLMs reveals a core failure mode: in multi-speaker scenes, visual and textual tokens lack speaker-consistent alignment, exhibiting substantially weaker cross-modal attention than in object-centric images. To address this, we propose a multimodal multi-speaker attention alignment method that can be integrated into existing MLLMs. First, we introduce dynamic cross-modal head selection to identify attention heads most responsible for grounding. Then, an adaptive social-aware attention bias, computed from existing attention patterns and speaker locations, is injected into the attention mechanism. This bias reinforces alignment between a speaker's visual representation and their utterances without introducing trainable parameters or architectural changes. We integrate our method into three distinct MLLMs (LLaVA-NeXT-Video, Qwen2.5-VL, and InternVL3) and evaluate on three benchmarks (TVQA+, MMSI, OnlineMMSI). Across four social tasks, results demonstrate that our approach improves the ability of MLLMs and achieves state-of-the-art results. Attention visualizations confirm our method successfully focuses the model on speaker-relevant regions, enabling more robust multi-party social reasoning. Our implementation and model will be available at this https URL.
https://arxiv.org/abs/2511.17952
Event cameras sense brightness changes and output binary asynchronous event streams, attracting increasing attention. Their bio-inspired dynamics align well with spiking neural networks (SNNs), offering a promising energy-efficient alternative to conventional vision systems. However, SNNs remain costly to train due to temporal coding, which limits their practical deployment. To alleviate the high training cost of SNNs, we introduce \textbf{PACE} (Phase-Aligned Condensation for Events), the first dataset distillation framework to SNNs and event-based vision. PACE distills a large training dataset into a compact synthetic one that enables fast SNN training, which is achieved by two core modules: \textbf{ST-DSM} and \textbf{PEQ-N}. ST-DSM uses residual membrane potentials to densify spike-based features (SDR) and to perform fine-grained spatiotemporal matching of amplitude and phase (ST-SM), while PEQ-N provides a plug-and-play straight through probabilistic integer quantizer compatible with standard event-frame pipelines. Across DVS-Gesture, CIFAR10-DVS, and N-MNIST datasets, PACE outperforms existing coreset selection and dataset distillation baselines, with particularly strong gains on dynamic event streams and at low or moderate IPC. Specifically, on N-MNIST, it achieves \(84.4\%\) accuracy, about \(85\%\) of the full training set performance, while reducing training time by more than \(50\times\) and storage cost by \(6000\times\), yielding compact surrogates that enable minute-scale SNN training and efficient edge deployment.
https://arxiv.org/abs/2511.12095
Fine-grained analysis of intraoperative behavior and its impact on patient outcomes remain a longstanding challenge. We present Frame-to-Outcome (F2O), an end-to-end system that translates tissue dissection videos into gesture sequences and uncovers patterns associated with postoperative outcomes. Leveraging transformer-based spatial and temporal modeling and frame-wise classification, F2O robustly detects consecutive short (~2 seconds) gestures in the nerve-sparing step of robot-assisted radical prostatectomy (AUC: 0.80 frame-level; 0.81 video-level). F2O-derived features (gesture frequency, duration, and transitions) predicted postoperative outcomes with accuracy comparable to human annotations (0.79 vs. 0.75; overlapping 95% CI). Across 25 shared features, effect size directions were concordant with small differences (~ 0.07), and strong correlation (r = 0.96, p < 1e-14). F2O also captured key patterns linked to erectile function recovery, including prolonged tissue peeling and reduced energy use. By enabling automatic interpretable assessment, F2O establishes a foundation for data-driven surgical feedback and prospective clinical decision support.
https://arxiv.org/abs/2511.11899
The performance of egocentric AI agents is fundamentally limited by multimodal intent ambiguity. This challenge arises from a combination of underspecified language, imperfect visual data, and deictic gestures, which frequently leads to task failure. Existing monolithic Vision-Language Models (VLMs) struggle to resolve these multimodal ambiguous inputs, often failing silently or hallucinating responses. To address these ambiguities, we introduce the Plug-and-Play Clarifier, a zero-shot and modular framework that decomposes the problem into discrete, solvable sub-tasks. Specifically, our framework consists of three synergistic modules: (1) a text clarifier that uses dialogue-driven reasoning to interactively disambiguate linguistic intent, (2) a vision clarifier that delivers real-time guidance feedback, instructing users to adjust their positioning for improved capture quality, and (3) a cross-modal clarifier with grounding mechanism that robustly interprets 3D pointing gestures and identifies the specific objects users are pointing to. Extensive experiments demonstrate that our framework improves the intent clarification performance of small language models (4--8B) by approximately 30%, making them competitive with significantly larger counterparts. We also observe consistent gains when applying our framework to these larger models. Furthermore, our vision clarifier increases corrective guidance accuracy by over 20%, and our cross-modal clarifier improves semantic answer accuracy for referential grounding by 5%. Overall, our method provides a plug-and-play framework that effectively resolves multimodal ambiguity and significantly enhances user experience in egocentric interaction.
https://arxiv.org/abs/2511.08971
This work presents a novel spiking neural network (SNN) decoding method, combining SNNs with Hyperdimensional computing (HDC). The goal is to create a decoding method with high accuracy, high noise robustness, low latency and low energy usage. Compared to analogous architectures decoded with existing approaches, the presented SNN-HDC model attains generally better classification accuracy, lower classification latency and lower estimated energy consumption on multiple test cases from literature. The SNN-HDC achieved estimated energy consumption reductions ranging from 1.24x to 3.67x on the DvsGesture dataset and from 1.38x to 2.27x on the SL-Animals-DVS dataset. The presented decoding method can also efficiently identify unknown classes it has not been trained on. In the DvsGesture dataset the SNN-HDC model can identify 100% of samples from an unseen/untrained class. Given the numerous benefits shown and discussed in this paper, this decoding method represents a very compelling alternative to both rate and latency decoding.
https://arxiv.org/abs/2511.08558
We present Large Sign Language Models (LSLM), a novel framework for translating 3D American Sign Language (ASL) by leveraging Large Language Models (LLMs) as the backbone, which can benefit hearing-impaired individuals' virtual communication. Unlike existing sign language recognition methods that rely on 2D video, our approach directly utilizes 3D sign language data to capture rich spatial, gestural, and depth information in 3D scenes. This enables more accurate and resilient translation, enhancing digital communication accessibility for the hearing-impaired community. Beyond the task of ASL translation, our work explores the integration of complex, embodied multimodal languages into the processing capabilities of LLMs, moving beyond purely text-based inputs to broaden their understanding of human communication. We investigate both direct translation from 3D gesture features to text and an instruction-guided setting where translations can be modulated by external prompts, offering greater flexibility. This work provides a foundational step toward inclusive, multimodal intelligent systems capable of understanding diverse forms of language.
https://arxiv.org/abs/2511.08535
This paper describes the current implementation of the dynamic articulatory model DYNARTmo, which generates continuous articulator movements based on the concept of speech gestures and a corresponding gesture score. The model provides a neurobiologically inspired computational framework for simulating the hierarchical control of speech production from linguistic representation to articulatory-acoustic realization. We present the structure of the gesture inventory, the coordination of gestures in the gesture score, and their translation into continuous articulator trajectories controlling the DYNARTmo vocal tract model.
https://arxiv.org/abs/2511.08372
Surface electromyography (sEMG)-based gesture recognition plays a critical role in human-machine interaction (HMI), particularly for rehabilitation and prosthetic control. However, sEMG-based systems often suffer from the scarcity of informative training data, leading to overfitting and poor generalization in deep learning models. Data augmentation offers a promising approach to increasing the size and diversity of training data, where faithfulness and diversity are two critical factors to effectiveness. However, promoting untargeted diversity can result in redundant samples with limited utility. To address these challenges, we propose a novel diffusion-based data augmentation approach, Sparse-Aware Semantic-Guided Diffusion Augmentation (SASG-DA). To enhance generation faithfulness, we introduce the Semantic Representation Guidance (SRG) mechanism by leveraging fine-grained, task-aware semantic representations as generation conditions. To enable flexible and diverse sample generation, we propose a Gaussian Modeling Semantic Modeling (GMSS) strategy, which models the semantic representation distribution and allows stochastic sampling to produce both faithful and diverse samples. To enhance targeted diversity, we further introduce a Sparse-Aware Semantic Sampling strategy to explicitly explore underrepresented regions, improving distribution coverage and sample utility. Extensive experiments on benchmark sEMG datasets, Ninapro DB2, DB4, and DB7, demonstrate that SASG-DA significantly outperforms existing augmentation methods. Overall, our proposed data augmentation approach effectively mitigates overfitting and improves recognition performance and generalization by offering both faithful and diverse samples.
https://arxiv.org/abs/2511.08344
The annotation of large scale histopathology image datasets remains a major bottleneck in developing robust deep learning models for clinically relevant tasks, such as mitotic figure classification. Folder-based annotation workflows are usually slow, fatiguing, and difficult to scale. To address these challenges, we introduce SWipeable ANnotations (SWAN), an open-source, MIT-licensed web application that enables intuitive image patch classification using a swiping gesture. SWAN supports both desktop and mobile platforms, offers real-time metadata capture, and allows flexible mapping of swipe gestures to class labels. In a pilot study with four pathologists annotating 600 mitotic figure image patches, we compared SWAN against a traditional folder-sorting workflow. SWAN enabled rapid annotations with pairwise percent agreement ranging from 86.52% to 93.68% (Cohen's Kappa = 0.61-0.80), while for the folder-based method, the pairwise percent agreement ranged from 86.98% to 91.32% (Cohen's Kappa = 0.63-0.75) for the task of classifying atypical versus normal mitotic figures, demonstrating high consistency between annotators and comparable performance. Participants rated the tool as highly usable and appreciated the ability to annotate on mobile devices. These results suggest that SWAN can accelerate image annotation while maintaining annotation quality, offering a scalable and user-friendly alternative to conventional workflows.
https://arxiv.org/abs/2511.08271
Natural and efficient interaction remains a critical challenge for virtual reality and augmented reality (VR/AR) systems. Vision-based gesture recognition suffers from high computational cost, sensitivity to lighting conditions, and privacy leakage concerns. Acoustic sensing provides an attractive alternative: by emitting inaudible high-frequency signals and capturing their reflections, channel impulse response (CIR) encodes how gestures perturb the acoustic field in a low-cost and user-transparent manner. However, existing CIR-based gesture recognition methods often rely on extensive training of models on large labeled datasets, making them unsuitable for few-shot VR scenarios. In this work, we propose the first framework that leverages large language models (LLMs) for CIR-based gesture recognition in VR/AR systems. Despite LLMs' strengths, it is non-trivial to achieve few-shot and zero-shot learning of CIR gestures due to their inconspicuous features. To tackle this challenge, we collect differential CIR rather than original CIR data. Moreover, we construct a real-world dataset collected from 10 participants performing 15 gestures across three categories (digits, letters, and shapes), with 10 repetitions each. We then conduct extensive experiments on this dataset using an LLM-adopted classifier. Results show that our LLM-based framework achieves accuracy comparable to classical machine learning baselines, while requiring no domain-specific retraining.
https://arxiv.org/abs/2511.07085
This work presents an approach for recognizing isolated sign language gestures using skeleton-based pose data extracted from video sequences. A Graph-GRU temporal network is proposed to model both spatial and temporal dependencies between frames, enabling accurate classification. The model is trained and evaluated on the AUTSL (Ankara university Turkish sign language) dataset, achieving high accuracy. Experimental results demonstrate the effectiveness of integrating graph-based spatial representations with temporal modeling, providing a scalable framework for sign language recognition. The results of this approach highlight the potential of pose-driven methods for sign language understanding.
https://arxiv.org/abs/2511.05772
This work investigates how robot-mediated physicality influences the perception of social-physical interactions with virtual characters. ETHOS (Encountered-Type Haptics for On-demand Social interaction) is an encountered-type haptic display that integrates a torque-controlled manipulator and interchangeable props with a VR headset to enable three gestures: object handovers, fist bumps, and high fives. We conducted a user study to examine how ETHOS adds physicality to virtual character interactions and how this affects presence, realism, enjoyment, and connection metrics. Each participant experienced one interaction under three conditions: no physicality (NP), static physicality (SP), and dynamic physicality (DP). SP extended the purely virtual baseline (NP) by introducing tangible props for direct contact, while DP further incorporated motion and impact forces to emulate natural touch. Results show presence increased stepwise from NP to SP to DP. Realism, enjoyment, and connection also improved with added physicality, though differences between SP and DP were not significant. Comfort remained consistent across conditions, indicating no added psychological friction. These findings demonstrate the experiential value of ETHOS and motivate the integration of encountered-type haptics into socially meaningful VR experiences.
https://arxiv.org/abs/2511.05683
The ability to grasp objects, signal with gestures, and share emotion through touch all stem from the unique capabilities of human hands. Yet creating high-quality personalized hand avatars from images remains challenging due to complex geometry, appearance, and articulation, particularly under unconstrained lighting and limited views. Progress has also been limited by the lack of datasets that jointly provide accurate 3D geometry, high-resolution multiview imagery, and a diverse population of subjects. To address this, we present PALM, a large-scale dataset comprising 13k high-quality hand scans from 263 subjects and 90k multi-view images, capturing rich variation in skin tone, age, and geometry. To show its utility, we present a baseline PALM-Net, a multi-subject prior over hand geometry and material properties learned via physically based inverse rendering, enabling realistic, relightable single-image hand avatar personalization. PALM's scale and diversity make it a valuable real-world resource for hand modeling and related research.
https://arxiv.org/abs/2511.05403
Online continuous motion recognition is a hot topic of research since it is more practical in real life application cases. Recently, Skeleton-based approaches have become increasingly popular, demonstrating the power of using such 3D temporal data. However, most of these works have focused on segment-based recognition and are not suitable for the online scenarios. In this paper, we propose an online recognition system for skeleton sequence streaming composed from two main components: a detector and a classifier, which use a Semi-Positive Definite (SPD) matrix representation and a Siamese network. The powerful statistical representations for the skeletal data given by the SPD matrices and the learning of their semantic similarity by the Siamese network enable the detector to predict time intervals of the motions throughout an unsegmented sequence. In addition, they ensure the classifier capability to recognize the motion in each predicted interval. The proposed detector is flexible and able to identify the kinetic state continuously. We conduct extensive experiments on both hand gesture and body action recognition benchmarks to prove the accuracy of our online recognition system which in most cases outperforms state-of-the-art performances.
https://arxiv.org/abs/2511.05250
This research-to-practice full paper was inspired by the persistent challenge in effective communication among engineering students. Public speaking is a necessary skill for future engineers as they have to communicate technical knowledge with diverse stakeholders. While universities offer courses or workshops, they are unable to offer sustained and personalized training to students. Providing comprehensive feedback on both verbal and non-verbal aspects of public speaking is time-intensive, making consistent and individualized assessment impractical. This study integrates research on verbal and non-verbal cues in public speaking to develop an AI-driven assessment model for engineering students. Our approach combines speech analysis, computer vision, and sentiment detection into a multi-modal AI system that provides assessment and feedback. The model evaluates (1) verbal communication (pitch, loudness, pacing, intonation), (2) non-verbal communication (facial expressions, gestures, posture), and (3) expressive coherence, a novel integration ensuring alignment between speech and body language. Unlike previous systems that assess these aspects separately, our model fuses multiple modalities to deliver personalized, scalable feedback. Preliminary testing demonstrated that our AI-generated feedback was moderately aligned with expert evaluations. Among the state-of-the-art AI models evaluated, all of which were Large Language Models (LLMs), including Gemini and OpenAI models, Gemini Pro emerged as the best-performing, showing the strongest agreement with human annotators. By eliminating reliance on human evaluators, this AI-driven public speaking trainer enables repeated practice, helping students naturally align their speech with body language and emotion, crucial for impactful and professional communication.
https://arxiv.org/abs/2511.04995
Social interactions often emerge from subtle, fine-grained cues such as facial expressions, gaze, and gestures. However, existing methods for social interaction detection overlook such nuanced cues and primarily rely on holistic representations of individuals. Moreover, they directly detect social groups without explicitly modeling the underlying interactions between individuals. These drawbacks limit their ability to capture localized social signals and introduce ambiguity when group configurations should be inferred from social interactions grounded in nuanced cues. In this work, we propose a part-aware bottom-up group reasoning framework for fine-grained social interaction detection. The proposed method infers social groups and their interactions using body part features and their interpersonal relations. Our model first detects individuals and enhances their features using part-aware cues, and then infers group configuration by associating individuals via similarity-based reasoning, which considers not only spatial relations but also subtle social cues that signal interactions, leading to more accurate group inference. Experiments on the NVI dataset demonstrate that our method outperforms prior methods, achieving the new state of the art.
https://arxiv.org/abs/2511.03666
Inpainting-based talking face generation aims to preserve video details such as pose, lighting, and gestures while modifying only lip motion, often using an identity reference image to maintain speaker consistency. However, this mechanism can introduce lip leaking, where generated lips are influenced by the reference image rather than solely by the driving audio. Such leakage is difficult to detect with standard metrics and conventional test setup. To address this, we propose a systematic evaluation methodology to analyze and quantify lip leakage. Our framework employs three complementary test setups: silent-input generation, mismatched audio-video pairing, and matched audio-video synthesis. We also introduce derived metrics including lip-sync discrepancy and silent-audio-based lip-sync scores. In addition, we study how different identity reference selections affect leakage, providing insights into reference design. The proposed methodology is model-agnostic and establishes a more reliable benchmark for future research in talking face generation.
https://arxiv.org/abs/2511.08613
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.
https://arxiv.org/abs/2511.01233
Gesture recognition is an essential component of human-computer interaction (HCI), facilitating seamless interconnectivity between users and computer systems without physical touch. This paper introduces an innovative application of vision-based dynamic gesture recognition (VDGR) for real-time music composition through gestures. To implement this application, we generate a custom gesture dataset that encompasses over 15000 samples across 21 classes, incorporating 7 musical notes each manifesting at three distinct pitch levels. To effectively deal with the modest volume of training data and to accurately discern and prioritize complex gesture sequences for music creation, we develop a multi-layer attention-based gated recurrent unit (MLA-GRU) model, in which gated recurrent unit (GRU) is used to learn temporal patterns from the observed sequence and an attention layer is employed to focus on musically pertinent gesture segments. Our empirical studies demonstrate that MLA-GRU significantly surpasses the classical GRU model, achieving a remarkable accuracy of 96.83% compared to the baseline's 86.7%. Moreover, our approach exhibits superior efficiency and processing speed, which are crucial for interactive applications. Using our proposed system, we believe that people will interact with music in a new and exciting way. It not only advances HCI experiences but also highlights MLA-GRU's effectiveness in scenarios demanding swift and precise gesture recognition.
https://arxiv.org/abs/2511.00793