Explainable Multimodal Emotion Recognition plays a crucial role in applications such as human-computer interaction and social media analytics. However, current approaches struggle with cue-level perception and reasoning due to two main challenges: 1) general-purpose modality encoders are pretrained to capture global structures and general semantics rather than fine-grained emotional cues, resulting in limited sensitivity to emotional signals; and 2) available datasets usually involve a trade-off between annotation quality and scale, which leads to insufficient supervision for emotional cues and ultimately limits cue-level reasoning. Moreover, existing evaluation metrics are inadequate for assessing cue-level reasoning performance. To address these challenges, we propose eXplainable Emotion GPT (XEmoGPT), a novel EMER framework capable of both perceiving and reasoning over emotional cues. It incorporates two specialized modules: the Video Emotional Cue Bridge (VECB) and the Audio Emotional Cue Bridge (AECB), which enhance the video and audio encoders through carefully designed tasks for fine-grained emotional cue perception. To further support cue-level reasoning, we construct a large-scale dataset, EmoCue, designed to teach XEmoGPT how to reason over multimodal emotional cues. In addition, we introduce EmoCue-360, an automated metric that extracts and matches emotional cues using semantic similarity, and release EmoCue-Eval, a benchmark of 400 expert-annotated samples covering diverse emotional scenarios. Experimental results show that XEmoGPT achieves strong performance in both emotional cue perception and reasoning.
This data article presents a dataset of 11,884 labeled images documenting a simulated blood extraction (phlebotomy) procedure performed on a training arm. Images were extracted from high-definition videos recorded under controlled conditions and curated to reduce redundancy using Structural Similarity Index Measure (SSIM) filtering. An automated face-anonymization step was applied to all videos prior to frame selection. Each image contains polygon annotations for five medically relevant classes: syringe, rubber band, disinfectant wipe, gloves, and training arm. The annotations were exported in a segmentation format compatible with modern object detection frameworks (e.g., YOLOv8), ensuring broad usability. This dataset is partitioned into training (70%), validation (15%), and test (15%) subsets and is designed to advance research in medical training automation and human-object interaction. It enables multiple applications, including phlebotomy tool detection, procedural step recognition, workflow analysis, conformance checking, and the development of educational systems that provide structured feedback to medical trainees. The data and accompanying label files are publicly available on Zenodo.
Reconstructing dynamic hand-object interactions from monocular videos is critical for dexterous manipulation data collection and creating realistic digital twins for robotics and VR. However, current methods face two prohibitive barriers: (1) reliance on neural rendering often yields fragmented, non-simulation-ready geometries under heavy occlusion, and (2) dependence on brittle Structure-from-Motion (SfM) initialization leads to frequent failures on in-the-wild footage. To overcome these limitations, we introduce AGILE, a robust framework that shifts the paradigm from reconstruction to agentic generation for interaction learning. First, we employ an agentic pipeline where a Vision-Language Model (VLM) guides a generative model to synthesize a complete, watertight object mesh with high-fidelity texture, independent of video occlusions. Second, bypassing fragile SfM entirely, we propose a robust anchor-and-track strategy. We initialize the object pose at a single interaction onset frame using a foundation model and propagate it temporally by leveraging the strong visual similarity between our generated asset and video observations. Finally, a contact-aware optimization integrates semantic, geometric, and interaction stability constraints to enforce physical plausibility. Extensive experiments on HO3D, DexYCB, and in-the-wild videos reveal that AGILE outperforms baselines in global geometric accuracy while demonstrating exceptional robustness on challenging sequences where prior art frequently collapses. By prioritizing physical validity, our method produces simulation-ready assets validated via real-to-sim retargeting for robotic applications.
Despite recent advances in Video Large Language Models (Vid-LLMs), Temporal Video Grounding (TVG), which aims to precisely localize time segments corresponding to query events, remains a significant challenge. Existing methods often match start and end frames by comparing frame features with two separate tokens, relying heavily on exact timestamps. However, this approach fails to capture the event's semantic continuity and integrity, leading to ambiguities. To address this, we propose E.M.Ground, a novel Vid-LLM for TVG that focuses on holistic and coherent event perception. E.M.Ground introduces three key innovations: (i) a special <event> token that aggregates information from all frames of a query event, preserving semantic continuity for accurate event matching; (ii) Savitzky-Golay smoothing to reduce noise in token-to-frame similarities across timestamps, improving prediction accuracy; (iii) multi-grained frame feature aggregation to enhance matching reliability and temporal understanding, compensating for compression-induced information loss. Extensive experiments on benchmark datasets show that E.M.Ground consistently outperforms state-of-the-art Vid-LLMs by significant margins.
This paper proposes human-in-the-loop adaptation for Group Activity Feature Learning (GAFL) without group activity annotations. This human-in-the-loop adaptation is employed in a group-activity video retrieval framework to improve its retrieval performance. Our method initially pre-trains the GAF space based on the similarity of group activities in a self-supervised manner, unlike prior work that classifies videos into pre-defined group activity classes in a supervised learning manner. Our interactive fine-tuning process updates the GAF space to allow a user to better retrieve videos similar to query videos given by the user. In this fine-tuning, our proposed data-efficient video selection process provides several videos, which are selected from a video database, to the user in order to manually label these videos as positive or negative. These labeled videos are used to update (i.e., fine-tune) the GAF space, so that the positive and negative videos move closer to and farther away from the query videos through contrastive learning. Our comprehensive experimental results on two team sports datasets validate that our method significantly improves the retrieval performance. Ablation studies also demonstrate that several components in our human-in-the-loop adaptation contribute to the improvement of the retrieval performance. Code: https://github.com/chihina/GAFL-FINE-CVIU.
Training-free video understanding leverages the strong image comprehension capabilities of pre-trained vision language models (VLMs) by treating a video as a sequence of static frames, thus obviating the need for costly video-specific training. However, this paradigm often suffers from severe visual redundancy and high computational overhead, especially when processing long videos. Crucially, existing keyframe selection strategies, especially those based on CLIP similarity, are prone to biases and may inadvertently overlook critical frames, resulting in suboptimal video comprehension. To address these significant challenges, we propose \textbf{KTV}, a novel two-stage framework for efficient and effective training-free video understanding. In the first stage, KTV performs question-agnostic keyframe selection by clustering frame-level visual features, yielding a compact, diverse, and representative subset of frames that mitigates temporal redundancy. In the second stage, KTV applies key visual token selection, pruning redundant or less informative tokens from each selected keyframe based on token importance and redundancy, which significantly reduces the number of tokens fed into the LLM. Extensive experiments on the Multiple-Choice VideoQA task demonstrate that KTV outperforms state-of-the-art training-free baselines while using significantly fewer visual tokens, \emph{e.g.}, only 504 visual tokens for a 60-min video with 10800 frames, achieving $44.8\%$ accuracy on the MLVU-Test benchmark. In particular, KTV also exceeds several training-based approaches on certain benchmarks.
Generating talking avatars is a fundamental task in video generation. Although existing methods can generate full-body talking avatars with simple human motion, extending this task to grounded human-object interaction (GHOI) remains an open challenge, requiring the avatar to perform text-aligned interactions with surrounding objects. This challenge stems from the need for environmental perception and the control-quality dilemma in GHOI generation. To address this, we propose a novel dual-stream framework, InteractAvatar, which decouples perception and planning from video synthesis for grounded human-object interaction. Leveraging detection to enhance environmental perception, we introduce a Perception and Interaction Module (PIM) to generate text-aligned interaction motions. Additionally, an Audio-Interaction Aware Generation Module (AIM) is proposed to synthesize vivid talking avatars performing object interactions. With a specially designed motion-to-video aligner, PIM and AIM share a similar network structure and enable parallel co-generation of motions and plausible videos, effectively mitigating the control-quality dilemma. Finally, we establish a benchmark, GroundedInter, for evaluating GHOI video generation. Extensive experiments and comparisons demonstrate the effectiveness of our method in generating grounded human-object interactions for talking avatars. Project page: https://interactavatar.github.io
Semantic segmentation networks require large amounts of pixel-level annotated data, which are costly to obtain for real-world images. Computer graphics engines can generate synthetic images alongside their ground-truth annotations. However, models trained on such images can perform poorly on real images due to the domain gap between real and synthetic images. Style transfer methods can reduce this difference by applying a realistic style to synthetic images. Choosing effective data transformations and their sequence is difficult due to the large combinatorial search space of style transfer operators. Using multi-objective genetic algorithms, we optimize pipelines to balance structural coherence and style similarity to target domains. We study the use of paired-image metrics on individual image samples during evolution to enable rapid pipeline evaluation, as opposed to standard distributional metrics that require the generation of many images. After optimization, we evaluate the resulting Pareto front using distributional metrics and segmentation performance. We apply this approach to standard datasets in synthetic-to-real domain adaptation: from the video game GTA5 to real image datasets Cityscapes and ACDC, focusing on adverse conditions. Results demonstrate that evolutionary algorithms can propose diverse augmentation pipelines adapted to different objectives. The contribution of this work is the formulation of style transfer as a sequencing problem suitable for evolutionary optimization and the study of efficient metrics that enable feasible search in this space. The source code is available at: https://github.com/echigot/MOOSS.
Deep watermarking methods often share similar encoder-decoder architectures, yet differ substantially in their functional behaviors. We propose DiM, a new multi-dimensional watermarking framework that formulates watermarking as a dimension-aware mapping problem, thereby unifying existing watermarking methods at the functional level. Under DiM, watermark information is modeled as payloads of different dimensionalities, including one-dimensional binary messages, two-dimensional spatial masks, and three-dimensional spatiotemporal structures. We find that the dimensional configuration of embedding and extraction largely determines the resulting watermarking behavior. Same-dimensional mappings preserve payload structure and support fine-grained control, while cross-dimensional mappings enable spatial or spatiotemporal localization. We instantiate DiM in the video domain, where spatiotemporal representations enable a broader set of dimension mappings. Experiments demonstrate that varying only the embedding and extraction dimensions, without architectural changes, leads to different watermarking capabilities, including spatiotemporal tamper localization, local embedding control, and recovery of temporal order under frame disruptions.
We present VRGaussianAvatar, an integrated system that enables real-time full-body 3D Gaussian Splatting (3DGS) avatars in virtual reality using only head-mounted display (HMD) tracking signals. The system adopts a parallel pipeline with a VR Frontend and a GA Backend. The VR Frontend uses inverse kinematics to estimate full-body pose and streams the resulting pose along with stereo camera parameters to the backend. The GA Backend stereoscopically renders a 3DGS avatar reconstructed from a single image. To improve stereo rendering efficiency, we introduce Binocular Batching, which jointly processes left and right eye views in a single batched pass to reduce redundant computation and support high-resolution VR displays. We evaluate VRGaussianAvatar with quantitative performance tests and a within-subject user study against image- and video-based mesh avatar baselines. Results show that VRGaussianAvatar sustains interactive VR performance and yields higher perceived appearance similarity, embodiment, and plausibility. Project page and source code are available at https://vrgaussianavatar.github.io.