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Zoe Stanley

Publications and source records attributed to Zoe Stanley.

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Chehre: An Emoji-Prompted Dataset to Explore Perceptual Flexibility in Video Language Models

Do people perceive the same facial expression in the same way? Should we expect vision models to be flexible in how they perceive facial expressions? Facial expressions are nonverbal social signals used in human interaction, but facial expression recognition datasets often focus on a single deterministic annotation per sample. We introduce Chehre, an emoji-prompted video dataset with a wide range of dynamic facial expressions for exploring perceptual variation. In Chehre, 203 participants were prompted to express and record 40 facial emojis. Later, their facial motions were transferred onto synthetic faces to preserve privacy. A separate group annotated the videos, resulting in 2,111 videos annotated by 1,242 perceivers, with ~30 annotators per video. Chehre enables us to define a new task: "distributional expression recognition", which tests whether a model can reproduce the variation observed across annotator responses. We test a selection of video language models on our task. Interestingly, we find that persona prompting can act as a controllable way to shift model perception while helping models better capture the variation observed across human annotators. The dataset and code are available at https://chehre-dataset.github.io/.

cs.CV

SalsaAgent: A multimodal embodied language model for interactive dance generation

Interaction between humanoids involves bidirectional and nonverbal reactivity, coordination and synchrony. Toward socially aware robots and interactive virtual agents, we present SalsaAgent, a language model that generates expressive, full-body salsa dance motions in reaction to a human leader and against a contextual music backdrop. We formulate interaction as nonverbal motion token passing, extending the vocabulary of a large language model (LLM) to process discrete motion tokens, pairwise relation tokens, and audio. Our contributions include new tokens for full-body and motion relations, LLM fine-tuning using automatically derived text descriptions of skeleton dynamics for token grounding, and a two-stage token-to-diffusion pipeline. Subjective and objective evaluations demonstrate the effectiveness of our approach in terms of motion quality, music and partner coordination, and consistent two-person spatial behavior, with significant improvements over baselines.

cs.CV

CoMPAS3D: A Dataset and Benchmark for Interactive Motion

Socially interactive humanoid robots must engage with humans through their bodies, adapting in real time to a partner's movement, intent, and abilities. This requires models that understand not just how bodies move, but what movement means in a shared social context. Yet evaluation frameworks for interactive motion generation do not measure whether generated follower motion is legible within a shared movement vocabulary, nor whether it is appropriate to the partner's proficiency level. This gap has two causes: existing frameworks rely on kinematic metrics such as FID and beat alignment that cannot measure either property, and existing datasets lack the move annotations and proficiency variation needed. Salsa is well-suited as an evaluation domain: improvised, dyadic, and governed by a move vocabulary and judging criteria covering timing, musicality, technique, difficulty, partnering, and originality. We present CoMPAS3D, a motion capture dataset of improvised partner salsa paired with an evaluation framework covering kinematic quality, two objective metrics (move legibility and proficiency appropriateness), and six competition-based subjective dimensions. The dataset includes 3 hours of improvisation by 18 dancers spanning beginner, intermediate, and professional levels, with over 2,800 expert-annotated segments covering move types, errors, and stylistic elements. We define three benchmarks: move classification (analogous to transcription), proficiency estimation (fluency assessment), and follower generation (dialogue response). Fine-tuned vision-language models perform strongly on objective metrics applied to ground-truth motion sequences. Applied to Duolando and InterGen, the metrics reveal failures that kinematic metrics miss. Human evaluations confirm the gap between generated and ground-truth motion. CoMPAS3D, annotations, benchmark code, and baseline results are publicly available.

cs.LG