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Taras Kucherenko

Publications and source records attributed to Taras Kucherenko.

At least 19 recordsLinked to original sources

RA-ClipScore: Making Generative Model Evaluation More Interpretable

Generative models can produce images nearly indistinguishable from real data, yet rigorous and interpretable evaluation remains challenging. Conventional metrics such as FID provide only scalar scores with limited diagnostic insight. Widely adopted CLIP-based metrics enable semantic evaluation beyond simple training class labels, but inherit limitations from CLIP's training paradigm that restrict attribute-wise analysis. We propose RA-CLIPScore, a novel metric that mitigates these issues and extends CLIP-based evaluation to spatial distribution alignment, measuring whether generated objects adhere to the positional priors found in the training data. RA-CLIPScore introduces dual prompts to decouple competing attributes and leverages local patch tokens to capture fine-grained regional semantics. We evaluate image generative models on their ability to match both attribute and spatial distributions of the training data. Extensive experiments show that RA-CLIPScore provides more robust and interpretable evaluations than prior methods, particularly under distribution misalignment or partially irrelevant textual attributes. We further demonstrate how it reveals spatial biases in generative models. User evaluations confirm that Regional Single Attribute Divergence based on our RA-CLIPScore aligns more closely with human perception of visual diversity than existing semantic metrics.

cs.CV

The GENEA Challenge 2026: A Large-Scale Disentangled Evaluation of Speech-Driven Gesture Generation on the Seamless Interaction Dataset

This preprint presents the results of the fourth GENEA Challenge, a large-scale human evaluation of five speech-driven gesture-generation systems trained by participating teams on the Seamless Interaction dataset of dyadic conversations. As in the 2023 GENEA Challenge, we used a disentangled evaluation methodology to assess motion quality and speech alignment without confounding between the two, and performed a dyadic mismatching study to isolate the effect of listening and reacting to the interlocutor. We additionally introduce a new semantic gesture-generation task and a text-mismatching evaluation methodology using the Grounded Gestures subset of the data. In total, we ran four large-scale user studies, collecting over 23,000 votes from 869 test-takers. In the motion-realism study, the dataset's filtered segments had substantially higher motion quality than all challenge submissions (68-95% pairwise winrate). In the speech-alignment study, the motion-capture segments provided a conceptual ceiling at 62% alignment score, with the top submission significantly behind at 32% and the rest only slightly above the 0% expected of an input-independent system. In the dyadic study, motion capture again set the ceiling at 65% appropriateness score, but no submission scored substantially above chance, indicating that the systems could not yet respond to the interlocutor. Finally, the semantic mismatching evaluation found highly expressive gestures in the dataset (test-takers identified the matching transcript 79% of the time), yet almost all submissions failed to generate semantically expressive motion, with the best achieving only an 8% appropriateness score. The collected votes and outputs will be made publicly available at https://genea-workshop.github.io/2026/challenge/ to facilitate reproducibility and further research.

cs.CV

StayStill: a large-scale 3D idle animation dataset

Idle animations are essential for virtual characters, as they convey realistic behaviour during inactive states. While automatic animation generation has been widely studied, limited attention has been given to idle motion due to the absence of dedicated training datasets. We introduce StayStill, a large-scale dataset of 3D idle animations comprising diverse motion types from 50 subjects, totalling approximately 6 hours of data. We also propose a standardised evaluation protocol for both numerical and user-based metrics as a first step towards a standardised evaluation process for future systems. To facilitate future research, we publicly release StayStill along with the evaluation code and a pre-trained baseline model that generates idle animations via transition concatenation. We believe that these contributions will enable future research on idle motion generation.

cs.GR

Towards Reliable Human Evaluations in Gesture Generation: Insights from a Community-Driven State-of-the-Art Benchmark

We review human evaluation practices in automatic, 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 show that 1) motion realism has become a saturated evaluation measure on the BEAT2 dataset, with older models performing on par with more recent approaches; 2) previous findings of high speech-gesture alignment do not hold up under rigorous evaluation, even for specialised models; and 3) the field must adopt disentangled assessments of motion quality and multimodal alignment for accurate benchmarking in order to make progress. To drive standardisation and enable new evaluation research, we release five hours of synthetic motion from the benchmarked models; over 750 rendered video stimuli from the user studies -- enabling new evaluations without requiring model reimplementation -- alongside our open-source rendering script, and 16,000 pairwise human preference votes collected for our benchmark.

cs.CV

Evaluating the Evaluators: Towards Human-aligned Metrics for Missing Markers Reconstruction

Animation data is often obtained through optical motion capture systems, which utilize a multitude of cameras to establish the position of optical markers. However, system errors or occlusions can result in missing markers, the manual cleaning of which can be time-consuming. This has sparked interest in machine learning-based solutions for missing marker reconstruction in the academic community. Most academic papers utilize a simplistic mean square error as the main metric. In this paper, we show that this metric does not correlate with subjective perception of the fill quality. Additionally, we introduce and evaluate a set of better-correlated metrics that can drive progress in the field.

cs.CV

Towards a GENEA Leaderboard -- an Extended, Living Benchmark for Evaluating and Advancing Conversational Motion Synthesis

Current evaluation practices in speech-driven gesture generation lack standardisation and focus on aspects that are easy to measure over aspects that actually matter. This leads to a situation where it is impossible to know what is the state of the art, or to know which method works better for which purpose when comparing two publications. In this position paper, we review and give details on issues with existing gesture-generation evaluation, and present a novel proposal for remedying them. Specifically, we announce an upcoming living leaderboard to benchmark progress in conversational motion synthesis. Unlike earlier gesture-generation challenges, the leaderboard will be updated with large-scale user studies of new gesture-generation systems multiple times per year, and systems on the leaderboard can be submitted to any publication venue that their authors prefer. By evolving the leaderboard evaluation data and tasks over time, the effort can keep driving progress towards the most important end goals identified by the community. We actively seek community involvement across the entire evaluation pipeline: from data and tasks for the evaluation, via tooling, to the systems evaluated. In other words, our proposal will not only make it easier for researchers to perform good evaluations, but their collective input and contributions will also help drive the future of gesture-generation research.

cs.HC

Evaluating gesture generation in a large-scale open challenge: The GENEA Challenge 2022

This paper reports on the second GENEA Challenge to benchmark data-driven automatic co-speech gesture generation. Participating teams used the same speech and motion dataset to build gesture-generation systems. Motion generated by all these systems was rendered to video using a standardised visualisation pipeline and evaluated in several large, crowdsourced user studies. Unlike when comparing different research papers, differences in results are here only due to differences between methods, enabling direct comparison between systems. The dataset was based on 18 hours of full-body motion capture, including fingers, of different persons engaging in a dyadic conversation. Ten teams participated in the challenge across two tiers: full-body and upper-body gesticulation. For each tier, we evaluated both the human-likeness of the gesture motion and its appropriateness for the specific speech signal. Our evaluations decouple human-likeness from gesture appropriateness, which has been a difficult problem in the field. The evaluation results show some synthetic gesture conditions being rated as significantly more human-like than 3D human motion capture. To the best of our knowledge, this has not been demonstrated before. On the other hand, all synthetic motion is found to be vastly less appropriate for the speech than the original motion-capture recordings. We also find that conventional objective metrics do not correlate well with subjective human-likeness ratings in this large evaluation. The one exception is the Fréchet gesture distance (FGD), which achieves a Kendall's tau rank correlation of around $-0.5$. Based on the challenge results we formulate numerous recommendations for system building and evaluation.

cs.HC

The GENEA Challenge 2023: A large scale evaluation of gesture generation models in monadic and dyadic settings

This paper reports on the GENEA Challenge 2023, in which participating teams built speech-driven gesture-generation systems using the same speech and motion dataset, followed by a joint evaluation. This year's challenge provided data on both sides of a dyadic interaction, allowing teams to generate full-body motion for an agent given its speech (text and audio) and the speech and motion of the interlocutor. We evaluated 12 submissions and 2 baselines together with held-out motion-capture data in several large-scale user studies. The studies focused on three aspects: 1) the human-likeness of the motion, 2) the appropriateness of the motion for the agent's own speech whilst controlling for the human-likeness of the motion, and 3) the appropriateness of the motion for the behaviour of the interlocutor in the interaction, using a setup that controls for both the human-likeness of the motion and the agent's own speech. We found a large span in human-likeness between challenge submissions, with a few systems rated close to human mocap. Appropriateness seems far from being solved, with most submissions performing in a narrow range slightly above chance, far behind natural motion. The effect of the interlocutor is even more subtle, with submitted systems at best performing barely above chance. Interestingly, a dyadic system being highly appropriate for agent speech does not necessarily imply high appropriateness for the interlocutor. Additional material is available via the project website at https://svito-zar.github.io/GENEAchallenge2023/ .

cs.HC

A Comprehensive Review of Data-Driven Co-Speech Gesture Generation

Gestures that accompany speech are an essential part of natural and efficient embodied human communication. The automatic generation of such co-speech gestures is a long-standing problem in computer animation and is considered an enabling technology in film, games, virtual social spaces, and for interaction with social robots. The problem is made challenging by the idiosyncratic and non-periodic nature of human co-speech gesture motion, and by the great diversity of communicative functions that gestures encompass. Gesture generation has seen surging interest recently, owing to the emergence of more and larger datasets of human gesture motion, combined with strides in deep-learning-based generative models, that benefit from the growing availability of data. This review article summarizes co-speech gesture generation research, with a particular focus on deep generative models. First, we articulate the theory describing human gesticulation and how it complements speech. Next, we briefly discuss rule-based and classical statistical gesture synthesis, before delving into deep learning approaches. We employ the choice of input modalities as an organizing principle, examining systems that generate gestures from audio, text, and non-linguistic input. We also chronicle the evolution of the related training data sets in terms of size, diversity, motion quality, and collection method. Finally, we identify key research challenges in gesture generation, including data availability and quality; producing human-like motion; grounding the gesture in the co-occurring speech in interaction with other speakers, and in the environment; performing gesture evaluation; and integration of gesture synthesis into applications. We highlight recent approaches to tackling the various key challenges, as well as the limitations of these approaches, and point toward areas of future development.

cs.GR

Evaluating Data-Driven Co-Speech Gestures of Embodied Conversational Agents through Real-Time Interaction

Embodied Conversational Agents that make use of co-speech gestures can enhance human-machine interactions in many ways. In recent years, data-driven gesture generation approaches for ECAs have attracted considerable research attention, and related methods have continuously improved. Real-time interaction is typically used when researchers evaluate ECA systems that generate rule-based gestures. However, when evaluating the performance of ECAs based on data-driven methods, participants are often required only to watch pre-recorded videos, which cannot provide adequate information about what a person perceives during the interaction. To address this limitation, we explored use of real-time interaction to assess data-driven gesturing ECAs. We provided a testbed framework, and investigated whether gestures could affect human perception of ECAs in the dimensions of human-likeness, animacy, perceived intelligence, and focused attention. Our user study required participants to interact with two ECAs - one with and one without hand gestures. We collected subjective data from the participants' self-report questionnaires and objective data from a gaze tracker. To our knowledge, the current study represents the first attempt to evaluate data-driven gesturing ECAs through real-time interaction and the first experiment using gaze-tracking to examine the effect of ECAs' gestures.

cs.HC

The GENEA Challenge 2022: A large evaluation of data-driven co-speech gesture generation

This paper reports on the second GENEA Challenge to benchmark data-driven automatic co-speech gesture generation. Participating teams used the same speech and motion dataset to build gesture-generation systems. Motion generated by all these systems was rendered to video using a standardised visualisation pipeline and evaluated in several large, crowdsourced user studies. Unlike when comparing different research papers, differences in results are here only due to differences between methods, enabling direct comparison between systems. This year's dataset was based on 18 hours of full-body motion capture, including fingers, of different persons engaging in dyadic conversation. Ten teams participated in the challenge across two tiers: full-body and upper-body gesticulation. For each tier we evaluated both the human-likeness of the gesture motion and its appropriateness for the specific speech signal. Our evaluations decouple human-likeness from gesture appropriateness, which previously was a major challenge in the field. The evaluation results are a revolution, and a revelation. Some synthetic conditions are rated as significantly more human-like than human motion capture. To the best of our knowledge, this has never been shown before on a high-fidelity avatar. On the other hand, all synthetic motion is found to be vastly less appropriate for the speech than the original motion-capture recordings. Additional material is available via the project website at https://youngwoo-yoon.github.io/GENEAchallenge2022/

cs.HC

Multimodal analysis of the predictability of hand-gesture properties

Embodied conversational agents benefit from being able to accompany their speech with gestures. Although many data-driven approaches to gesture generation have been proposed in recent years, it is still unclear whether such systems can consistently generate gestures that convey meaning. We investigate which gesture properties (phase, category, and semantics) can be predicted from speech text and/or audio using contemporary deep learning. In extensive experiments, we show that gesture properties related to gesture meaning (semantics and category) are predictable from text features (time-aligned FastText embeddings) alone, but not from prosodic audio features, while rhythm-related gesture properties (phase) on the other hand can be predicted from audio features better than from text. These results are encouraging as they indicate that it is possible to equip an embodied agent with content-wise meaningful co-speech gestures using a machine-learning model.

cs.HC

HEMVIP: Human Evaluation of Multiple Videos in Parallel

In many research areas, for example motion and gesture generation, objective measures alone do not provide an accurate impression of key stimulus traits such as perceived quality or appropriateness. The gold standard is instead to evaluate these aspects through user studies, especially subjective evaluations of video stimuli. Common evaluation paradigms either present individual stimuli to be scored on Likert-type scales, or ask users to compare and rate videos in a pairwise fashion. However, the time and resources required for such evaluations scale poorly as the number of conditions to be compared increases. Building on standards used for evaluating the quality of multimedia codecs, this paper instead introduces a framework for granular rating of multiple comparable videos in parallel. This methodology essentially analyses all condition pairs at once. Our contributions are 1) a proposed framework, called HEMVIP, for parallel and granular evaluation of multiple video stimuli and 2) a validation study confirming that results obtained using the tool are in close agreement with results of prior studies using conventional multiple pairwise comparisons.

cs.HC

To Rate or Not To Rate: Investigating Evaluation Methods for Generated Co-Speech Gestures

While automatic performance metrics are crucial for machine learning of artificial human-like behaviour, the gold standard for evaluation remains human judgement. The subjective evaluation of artificial human-like behaviour in embodied conversational agents is however expensive and little is known about the quality of the data it returns. Two approaches to subjective evaluation can be largely distinguished, one relying on ratings, the other on pairwise comparisons. In this study we use co-speech gestures to compare the two against each other and answer questions about their appropriateness for evaluation of artificial behaviour. We consider their ability to rate quality, but also aspects pertaining to the effort of use and the time required to collect subjective data. We use crowd sourcing to rate the quality of co-speech gestures in avatars, assessing which method picks up more detail in subjective assessments. We compared gestures generated by three different machine learning models with various level of behavioural quality. We found that both approaches were able to rank the videos according to quality and that the ranking significantly correlated, showing that in terms of quality there is no preference of one method over the other. We also found that pairwise comparisons were slightly faster and came with improved inter-rater reliability, suggesting that for small-scale studies pairwise comparisons are to be favoured over ratings.

cs.HC

Speech2Properties2Gestures: Gesture-Property Prediction as a Tool for Generating Representational Gestures from Speech

We propose a new framework for gesture generation, aiming to allow data-driven approaches to produce more semantically rich gestures. Our approach first predicts whether to gesture, followed by a prediction of the gesture properties. Those properties are then used as conditioning for a modern probabilistic gesture-generation model capable of high-quality output. This empowers the approach to generate gestures that are both diverse and representational. Follow-ups and more information can be found on the project page: https://svito-zar.github.io/speech2properties2gestures/ .

cs.HC

A Framework for Integrating Gesture Generation Models into Interactive Conversational Agents

Embodied conversational agents (ECAs) benefit from non-verbal behavior for natural and efficient interaction with users. Gesticulation - hand and arm movements accompanying speech - is an essential part of non-verbal behavior. Gesture generation models have been developed for several decades: starting with rule-based and ending with mainly data-driven methods. To date, recent end-to-end gesture generation methods have not been evaluated in a real-time interaction with users. We present a proof-of-concept framework, which is intended to facilitate evaluation of modern gesture generation models in interaction. We demonstrate an extensible open-source framework that contains three components: 1) a 3D interactive agent; 2) a chatbot backend; 3) a gesticulating system. Each component can be replaced, making the proposed framework applicable for investigating the effect of different gesturing models in real-time interactions with different communication modalities, chatbot backends, or different agent appearances. The code and video are available at the project page https://nagyrajmund.github.io/project/gesturebot.

cs.HC

A large, crowdsourced evaluation of gesture generation systems on common data: The GENEA Challenge 2020

Co-speech gestures, gestures that accompany speech, play an important role in human communication. Automatic co-speech gesture generation is thus a key enabling technology for embodied conversational agents (ECAs), since humans expect ECAs to be capable of multi-modal communication. Research into gesture generation is rapidly gravitating towards data-driven methods. Unfortunately, individual research efforts in the field are difficult to compare: there are no established benchmarks, and each study tends to use its own dataset, motion visualisation, and evaluation methodology. To address this situation, we launched the GENEA Challenge, a gesture-generation challenge wherein participating teams built automatic gesture-generation systems on a common dataset, and the resulting systems were evaluated in parallel in a large, crowdsourced user study using the same motion-rendering pipeline. Since differences in evaluation outcomes between systems now are solely attributable to differences between the motion-generation methods, this enables benchmarking recent approaches against one another in order to get a better impression of the state of the art in the field. This paper reports on the purpose, design, results, and implications of our challenge.

cs.HC

Moving fast and slow: Analysis of representations and post-processing in speech-driven automatic gesture generation

This paper presents a novel framework for speech-driven gesture production, applicable to virtual agents to enhance human-computer interaction. Specifically, we extend recent deep-learning-based, data-driven methods for speech-driven gesture generation by incorporating representation learning. Our model takes speech as input and produces gestures as output, in the form of a sequence of 3D coordinates. We provide an analysis of different representations for the input (speech) and the output (motion) of the network by both objective and subjective evaluations. We also analyse the importance of smoothing of the produced motion. Our results indicated that the proposed method improved on our baseline in terms of objective measures. For example, it better captured the motion dynamics and better matched the motion-speed distribution. Moreover, we performed user studies on two different datasets. The studies confirmed that our proposed method is perceived as more natural than the baseline, although the difference in the studies was eliminated by appropriate post-processing: hip-centering and smoothing. We conclude that it is important to take both motion representation and post-processing into account when designing an automatic gesture-production method.

cs.CV