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Haoyang Du

Publications and source records attributed to Haoyang Du.

4 recordsLinked to original sources

AffordTrajDP: Dynamic Affordance-Guided Visuomotor Policy Learning for Robotic Manipulation

Affordance-guided imitation learning has shown impressive performance in robotic manipulation tasks by compressing visual perception into task-specific geometric constraints (e.g., fixed contact points). However, the commonly used static affordances can become inconsistent in precision-critical tasks or under object location perturbations, leading to post-contact trajectory drift. To address this issue, we propose AffordTrajDP, a dynamic framework that constructs affordance trajectories via object-centric temporal propagation to guide the progressive manipulation process. Specifically, given an RGB-D observation, our core insight is that a retrieved anchor affordance, which captures the desired contact point between the end-effector and the target object, can be propagated forward via affordance propagation, using the object's SE(3) pose as a natural propagation medium, to yield an affordance trajectory that provides temporally consistent, state-aware guidance throughout execution. AffordTrajDP achieves 70.0% average success rate on ManiSkill3, outperforming strong baselines by up to 17.8%. Real-world experiments on Galaxea A1 and UR7e robotic arms, covering StackCube, PickCup, AdapterInsertion, Ring-on-Peg, Put-in-Bowl, and USB Insertion, further validate robustness under object placement variations and appearance changes, with seen and unseen object instances evaluated on Galaxea A1, and ablations confirm the contribution of each proposed component.

cs.RO

Reality Check: How Avatar and Face Representation Affect the Perceptual Evaluation of Synthesized Gestures

The capacity to create realistic virtual humans has progressed significantly, and such characters can be found in many applications across entertainment, education and health. As an essential element of interactive virtual humans, speech-driven 3D gesture generation still depends heavily on perceptual evaluation, yet studies often vary avatar appearance and facial presentation when judging the generated motions. Prior work suggests these visual choices can bias motion judgments, but controlled evidence remains limited. We address this gap with controlled evaluations of co-speech gestures across motion sources, spanning seven representative avatar renderings used in contemporary research and application pipelines. Our results show that avatar and face presentation systematically shift perceptual judgments, and we provide recommendations for benchmarking gesture synthesis as well as for deploying virtual humans in human-facing applications.

cs.GR

E2HiL: Entropy-Guided Sample Selection for Efficient Real-World Human-in-the-Loop Reinforcement Learning

Human-in-the-loop guidance has emerged as an effective approach for accelerating online reinforcement learning (RL) in real-world manipulation. However, existing human-in-the-loop RL (HiL-RL) frameworks often suffer from low sample efficiency, requiring substantial human interventions to achieve convergence and thereby leading to high labor costs. To address this, we propose a sample-efficient real-world human-in-the-loop RL framework named E2HiL, which requires fewer human interventions by actively selecting informative samples. Specifically, stable reduction of policy entropy enables improved trade-off between exploration and exploitation with higher sample efficiency. We first build influence functions of different samples on the policy entropy, which is efficiently estimated by the covariance of action probabilities and soft advantages of policies. Then we select samples with moderate values of influence functions, where shortcut samples that induce sharp entropy drops and noisy samples with negligible effect are pruned. Extensive experiments across 10 real-world manipulation tasks, spanning multiple embodiments and learning frameworks, demonstrate that E2HiL improves success rates by 24.9% while reducing human interventions by 9.3% compared to state-of-the-art HiL-RL baselines. These results validate its effectiveness as a policy- and embodiment-agnostic plug-and-play module for efficient real-world RL. The project page can be found at https://e2hil.github.io/.

cs.RO

Synthetically Expressive: Evaluating gesture and voice for emotion and empathy in VR and 2D scenarios

The creation of virtual humans increasingly leverages automated synthesis of speech and gestures, enabling expressive, adaptable agents that effectively engage users. However, the independent development of voice and gesture generation technologies, alongside the growing popularity of virtual reality (VR), presents significant questions about the integration of these signals and their ability to convey emotional detail in immersive environments. In this paper, we evaluate the influence of real and synthetic gestures and speech, alongside varying levels of immersion (VR vs. 2D displays) and emotional contexts (positive, neutral, negative) on user perceptions. We investigate how immersion affects the perceived match between gestures and speech and the impact on key aspects of user experience, including emotional and empathetic responses and the sense of co-presence. Our findings indicate that while VR enhances the perception of natural gesture-voice pairings, it does not similarly improve synthetic ones - amplifying the perceptual gap between them. These results highlight the need to reassess gesture appropriateness and refine AI-driven synthesis for immersive environments. Supplementary video: https://youtu.be/WMfjIB1X-dc

cs.GR