Human-Object Interaction
Also known as HOI
Momentum
9 papers in the last four weeks, up 200% on the four weeks before. 0.1% of all new papers.
Latest papers 75
How can we scalably generate data for robotic manipulation, especially on human-like platforms such as dexterous multi-fingered hands? Learning from human videos has recently emerged as a likely answer to this question. However, difficulties in estimating hand-object interaction and crossing the human-to-robot embodiment gap have hindered the adoption of abundant monocular RGB-only human videos as the primary source of robot manipulation data. In this work, we present DO AS I DO, an algorithm to reconstruct and retarget monocular RGB human videos to multi-fingered dexterous robotic hands. DO AS I DO reconstructs hand-object interactions from various egocentric and exocentric in-the-wild video sources. The algorithm then retargets these hand-object interaction estimates into a sequence of actions executable in the real world, yielding robot-complete manipulation data from disparate human videos. Overall, DO AS I DO outperforms previous state of the art in estimating hand-object interactions and extracting dexterous manipulation trajectories from RGB videos, as we show in experiments on datasets with ground truths and on a dataset of video clips collected online. Our experiments enable us to propose an efficacy playbook for practitioners collecting human data for manipulation.
MOCHI: Motion Enhancement of Collaborative Human-object Interactions
Collaborative human-object interaction shows dynamic and complex movements that require mutual anticipation and continuous adjustment between participants and the shared object. Modeling such collaborative multi-human object interaction (MHOI) scenarios requires high-quality data acquisition as a foundational step; however, this is challenging due to the inherent complexity of MHOI where human-human and human-object interactions occur simultaneously. Such complexity leads to noisy MHOI captures characterized by several artifacts: contact misalignment between hands and objects, motion jitter and temporal inconsistencies in the captured sequences, and missing or incomplete finger-level articulation details. To address these challenges, we present MOCHI (MOtion Enhancement of Collaborative Human-object Interactions), a two-stage framework for enhancing noisy MHOI data. Our approach first generates physically plausible hand grasps through optimization from noisy body input, producing grasps that are both physically plausible and semantically consistent with the body pose, where these optimized grasps are extended into complete hand-object interaction sequences. Consequently, the full-body motion for all participants are refined through a diffusion-based noise optimization framework that uses single-person motion priors. During the optimization process, we introduce optimization objectives to encode human-object and human-human interaction information within these single-person priors. Experimental results demonstrate the effectiveness of our pipeline across diverse MHOI data, either acquired by existing capture methods or synthesized by generative models. We further show robustness of our system across varying numbers of participants and types of interactions, and demonstrate various applications including keyframe-based MHOI creation and data augmentation through varying object geometries.
Improving and Evaluating Hand-Object Interaction Detection
Understanding hands and the objects they interact with, both directly and through tools, is a key step for tasks ranging from action perception to 3D reconstruction and robotics. Our paper provides several contributions to the Hand-Object Interaction (HOI) understanding literature: (1) HOI-DETR, a new framework that introduces hand-object and object-object interactions to the Co-DETR architecture to produce a state-of-the-art method; (2) a comprehensive HOI evaluation suite of 4 diverse datasets, including a video benchmark derived from the HD-EPIC dataset and fresh annotations that improve the Hands23 benchmark and (3) a trained checkpoint that significantly improves the state of the art across Hands23, HOIST, FineBio, and HD-EPIC, including mAP gains of over 20 percentage points on Hands23 and FineBio. Our ablations confirm the contributions of each model component.
GenHOI: Contact-Aware Humanoid-Object Interaction by Imitating Generated Videos without Task-Specific Training
Humanoid-Object Interaction (HOI) is a fundamental capability for humanoid robots, yet it remains challenging due to the tight coupling between dynamic balance and stable interaction with diverse objects. Existing methods often require time-consuming task-specific policy training or rely on rigid trajectory replay, which limits their ability to accommodate novel interaction scenarios. In this work, we present \textit{GenHOI}, a simple yet effective framework that enables humanoid robots to perform diverse object-interaction tasks in a zero-shot manner by directly imitating a single generated video, without task-specific training or physical demonstration data. GenHOI first reconstructs the robot-object scene in simulation and renders a first-frame image, which, together with the language command, conditions the synthesis of a task-oriented interaction video. The generated video is then analyzed to identify interaction-relevant contact events and estimate hand-object contact regions, which are encoded as object-centric geometric constraints that convert visual interaction cues into physically grounded optimization priors. Guided by these priors, the reference motion recovered from the video is refined and smoothed to resolve the scale ambiguity inherent in 2D video generation, while adapting a single reference trajectory to unseen robot-object relative poses. The optimized trajectory is finally executed by a closed-loop tracking controller. We validate the proposed framework in extensive simulation and real-world experiments across diverse object-interaction tasks, including box grasping, asymmetric bimanual chair carrying, table lifting from below, and cylindrical-object enveloping.
Hand-centric Human-to-Robot Trajectory Transfer from Video Demonstrations via Open-World Contact Localization
Learning from human video demonstrations remains challenging due to noisy hand-object interactions, unseen objects with partial observation, and cross-embodiment discrepancy. To address these challenges, we present \textit{HOWTransfer} (\emph{H}and-\emph{O}bject \emph{O}pen-\emph{W}orld Transfer), a hand-centric framework that distills human demonstrations into contact-aware, taxonomy-informed, and diverse robotic trajectories. Instead of relying on object-specific descriptions, vision-language queries, or explicit object-state tracking, \emph{HOWTransfer} recovers temporally consistent 3D hand motion and localizes temporal contact intervals by reasoning over observed hand-object interaction cues. The localized contact onsets are then used to retarget human grasp intent into multi-modal parallel-jaw grasp hypotheses, which are propagated along the recovered wrist trajectory to generate robot-executable motions. Finally, a trajectory editing stage refines contact alignment and produces diverse executable variants from a single demonstration. Experiments across diverse manipulation tasks show that \emph{HOWTransfer} enables accurate contact localization and high-quality robot motion retargeting with success, which is preferred over teleoperated trajectories in a blinded preference study.
SynManDex: Synthesizing Human-like Dexterous Grasps from Synthetic Human Pre-Grasps
Human hand-object interactions encode functional intent, but direct transfer to robotic hands often fails under morphology, contact, and reachability constraints. We present SynManDex, a synthetic pipeline that uses generated human pre-grasps as affordance-aware proposals and resolves the final contacts with robot-native optimization. SynManDex samples object-conditioned digital human pre-grasps, retargets them to dexterous robotic hand poses, optimizes force-closure contacts on the target embodiment, and admits trajectories that pass checks from each step. The resulting keyframes support both grasp-and-lift demonstrations and various prehensile manipulation tasks such as tea pouring, photo taking, and flute playing, designed via VLM agents. As a result, SynManDex combines high grasp quality (86.4% grasp stability) with 4.67/5 human-likeness (93.4%). It achieves 80.7% successes in simulation and 25/30 (83.3%) real-robot successes when applied to a 36-DOF bimanual dexterous robotic platform.
VAIC: Vision-Guided Humanoid Agile Object Interaction Control via Decoupled Commands
Humanoid robots hold immense potential for real-world assistance, yet agile interaction with objects in unstructured environments demands tightly coupled whole-body coordination. Despite recent advancements, current controllers face a critical deployment gap. They rely heavily on dense reference trajectories and perfect state observability, which inherently limits physical generalization. We present Vision Guided Agile Interaction Control (VAIC), a unified framework that bridges this gap by operating exclusively on onboard depth, historical proprioception, and a decoupled user command interface. VAIC employs a two-stage distillation paradigm. First, a privileged teacher policy masters diverse interaction skills using precise object kinematics and exact environmental states. Second, a deployable student policy distills these capabilities by replacing full body tracking with velocity targets across multiple axes and an interaction indicator for each frame. The student utilizes a recurrent object adaptation module to implicitly infer unobservable object dynamics from raw depth streams and proprioception. Evaluations and real-world deployments on the humanoid robot demonstrate that a single VAIC policy successfully executes highly diverse dynamic tasks. These tasks include box carrying, cart interaction, and skateboarding, consistently outperforming baselines and advancing autonomous humanoid deployment.
LLM-Guided ANN Index Optimization for Human-Object Interaction Retrieval
Retrieval systems underpin modern AI applications -- spanning visual search, recommendation engines, and multi-modal question answering. Modern multi-stage retrieval systems require the joint optimization of highly coupled parameters, yet traditional hyperparameter optimization (HPO) methods -- including Tree-structured Parzen Estimators (TPE) and Gaussian Process Bayesian Optimization -- rely on an independence assumption that fundamentally prevents them from navigating these coupled configuration spaces. We address this limitation with a phase-aware large language model (LLM) agent that conditions each proposal on its full optimization history, navigating the coupled parameter space across phase-partitioned exploration, exploitation, and fine-tuning stages. Evaluated on the HICO-DET human-object interaction retrieval benchmark using Intel VDMS (Visual Data Management System), our agent outperforms Optuna TPE by +33.3% and VDTuner by +34.2% under SIEVE (Safeguarded Index Evaluation of Vector-search Efficiency, a quality-constrained throughput metric), delivering a 15.3x throughput gain over UniIR. Validation across three benchmarks confirms that the agent's advantage grows with the degree of parameter coupling: +33.3% on HICO-DET (high coupling), methods converge within 1% on GLDv2 (moderate coupling) and within 3.6% on SIFT1M (near-independent control). Cross-system validation on Milvus confirms the optimizer ranks first on all three datasets without modification, demonstrating transferability across vector database management system (VDBMS) platforms.
Recovering Physically Plausible Human-Object Interactions from Monocular Videos
In this paper, we propose RePHO, a method to reconstruct physically plausible human-object interactions (HOI) from monocular videos. While existing kinematic-based approaches produce visually plausible motion, they often result in physically implausible artifacts such as interpenetration and object floating. To overcome these issues, we introduce a physics-guided reconstruction framework. We begin with a kinematic estimate and then refine it by training a policy with reinforcement learning (RL). This policy is optimized to reproduce the interaction in a physics simulator. Because kinematic estimates are typically noisy, naive RL training can fail. Therefore, we propose an adaptive sampling strategy with a dual self-updating mechanism that can identify the frames with the most informative and reliable kinematic reconstruction. Our process progressively improves reconstruction quality and yields physically consistent HOI sequences. We demonstrate our approach on two standard HOI benchmarks and achieve clear improvements in physical plausibility metrics over state-of-the-art methods. Project Page: https://dingbang777.github.io/RePHO/
GRAIL: Generating Humanoid Loco-Manipulation from 3D Assets and Video Priors
Scaling humanoid loco-manipulation requires robot-compatible demonstrations across diverse objects, whole-body motions, and scene geometries, but teleoperation and motion capture are difficult to scale because each collection depends on physical setups, instrumented actors, and robot operation. We present GRAIL, a digital generation pipeline that remains fully virtual until deployment: it composes 3D assets, simulator-ready scenes, and priors from video foundation models (VFMs) to synthesize interactions without rebuilding physical environments or teleoperating the robot. Rather than reconstructing unconstrained in-the-wild videos, GRAIL starts from fully specified 3D configurations in which object geometry, camera parameters, metric scale, environment depth, and a robot-proportioned character are known before video generation and reused during reconstruction. This privileged setup better conditions 4D recovery, allowing model-based object tracking, human motion estimation, and interaction-aware optimization to reconstruct metric 4D human-object interaction (HOI) trajectories with reduced depth ambiguity and morphology mismatch. We retarget the recovered motions to a humanoid robot and train complementary task-general trackers: an object-aware latent adaptor for manipulation and a scene-aware tracker for terrain traversal. GRAIL produces over 20,000 sequences spanning pick-up, object manipulation, sitting, and terrain traversal. Using only GRAIL-generated data, we train egocentric visual policies through a sim-to-real pipeline and deploy them on a Unitree G1 humanoid, achieving 84% real-world success on diverse object pick-up and 90% success on stair-climbing.
See Better, Foresee Better, Act Wiser: Physically Grounded Proactive Modeling and Decision Making
Reliable proactive agents must choose an action and judge whether current evidence is sufficient to act. We study retail service from sparse third-person video: before an explicit customer request, an agent must use limited human-object interaction evidence to intervene or remain silent. Physical grounding here means converting observations into task-relevant retail state, not modeling low-level dynamics. We introduce the Proactive Intent World Model (PIWM): See constructs the perceptual basis, Foresee models counterfactual consequences, and Act selects an action. Performance is poor when the agent must extract information from raw video and decide directly, but improves substantially with structured inputs extracted and annotated from a professional retail perspective. AIDA-stage constraints and BDI-state ablations further support role- and goal-directed selection and organization of decision-relevant cues. Counterfactual prediction performs well in standalone evaluation, yet planning methods that query these forecasts at inference time degrade sharply: locally useful consequence prediction does not reliably improve action selection. This gap may reflect incomplete process understanding, uncertainty in fine-grained single-step outcomes, and insufficient joint modeling of scenes and temporal evolution. Hold remains the hardest action in structured-state evaluation, exposing a related challenge in temporal awareness. PIWM advances static intent recognition toward intent world modeling by organizing observations under task knowledge, anticipating candidate interventions, and treating intervention and non-intervention jointly. Future work will introduce long-horizon interaction trajectories and temporal consequence supervision to improve sustained reasoning and intervention timing.
Diagnosis of Human Object Interaction Detectors for Real World Educational Applications
Human-object interaction (HOI) recognition is critical for automatically analyzing student behavior in complex educational environments. Although state-of-the-art (SOTA) HOI detectors perform well on benchmark datasets, their performance often degrades when deployed in real-world training environments due to domain-specific objects, occlusions, and complex visual conditions. In this paper, we introduce a diagnosis-driven framework that integrates a triplet-level HOI error taxonomy with error-factor attribution analysis for real-world educational video data. We study this problem in the context of Critical Care Air Transport Team (CCATT) mixed-reality medical training. Based on an analysis of HOI failure modes and their causes, we develop a diagnosis-informed refinement strategy for adapting pretrained HOI models to the target domain. Experiments on the CCATT dataset show that this approach improves the macro-F1 score of a pretrained CDN model from 48.6 to 90.2 through targeted refinement guided by diagnosed error factors. These results highlight the value of detailed diagnostic analysis for informing targeted adaptation of HOI models in real-world educational environments.
Dex2HOI: Dexterous Bimanual Two-Object Interaction Generation
Recent advances in 4D Human-Object Interaction (HOI) generation have enabled increasingly realistic motion synthesis, particularly for single-object manipulation. Yet current research overlooks an inherent property of human behavior: people naturally coordinate both hands and manipulate multiple objects simultaneously. To address this gap, we present Dex2HOI, a unified diffusion model for single- and two-object HOI synthesis from text. At its core, Dex2HOI employs a Dual-Stream Diffusion approach, where each object is processed in a dedicated interaction stream and coordinated through bidirectional cross-attention. To synthesize the final motion, we introduce a Motion Fusion Network integrated with novel hand-relative object representations and contact-aware conditioning applied across the whole sequence. By sampling the diffusion process autoregressively over prefix-conditioned windows, Dex2HOI generates arbitrarily long sequences at real-time speed omitting redundant test-time optimization, achieving up to x540 inference speed-up over prior state-of-the-art methods. Extensive evaluation on both single- and two-object benchmarks demonstrates state-of-the-art quantitative results, marking a step beyond conventional single-object HOI generation and toward expressive multi-object manipulation. Project: https://cpratikaki.github.io/dex2hoi/
PhyGenHOI: Physically-Aware 4D Generation of Dynamic Human-Object Interactions
We address the task of generating physically accurate and visually faithful 4D Human-Object Interaction (HOI). Given a static 3D human and target object represented as 3D Gaussian Splats (3DGS), our goal is to synthesize dynamic scenes where the human actively engages with the object through actions, such as punching or kicking, in accordance with a given input text. To this end, we introduce PhyGenHOI, a novel framework that couples generative human motion with an explicit physical object simulation. We model the human as a semantic agent driven by a Motion Diffusion Model (MDM) and the object as a physical agent simulated via the Material Point Method (MPM), utilizing 3D Gaussians as a unified, differentiable representation. We supervise their interaction through three coupled mechanisms: (1) A Windowed Attraction Loss that temporally synchronizes generative motion to intercept the object; (2) A Contact-Driven Re-simulation step that triggers physically consistent momentum transfer upon impact; and (3) A Masked Video-SDS objective that injects video-based priors to enhance contact fidelity. Experiments show PhyGenHOI generates physically consistent 4D HOI across diverse actions, humans, and objects, outperforming baselines. Project page and videos: https://omerbenishu.github.io/PhyGenHOI/
HumanEgo: Zero-Shot Robot Learning from Minutes of Human Egocentric Videos
Human egocentric video captures rich manipulation demonstrations without any robot hardware, yet transferring these skills to robots remains challenging due to the embodiment gap between human and robot in both visual appearance and kinematics. We present HumanEgo, a framework that bridges the embodiment gap by lifting each human demonstration to an entity-level representation of hand-object interaction, and training a flow matching policy with dense auxiliary objectives that amplify supervision from every trajectory. HumanEgo is robot-data-free, hardware-agnostic, data-efficient, and zero-shot human-to-robot transferable. With only 30 minutes of human videos per task, HumanEgo achieves 92.5% average success across four real-world tasks (75% with just 15 minutes), outperforms matched-time robot teleoperation by 41%, and robustly transfers zero-shot across novel robots, cameras, and environments. We release HumanEgo as an easy-to-use, open-source framework for learning robot policies directly from human data: https://github.com/TX-Leo/HumanEgo
Imagine2Real: Towards Zero-shot Humanoid-Object Interaction via Video Generative Priors
Whole-body Humanoid-Object Interaction (HOI) is bottlenecked by the scarcity of high-fidelity 3D data. While video generative priors offer a promising alternative, existing methods suffer from \textit{Representation Misalignment} due to their reliance on geometric priors (e.g., explicit CAD models), and \textit{Retargeting Complexity} arising from intensive morphing and morphological mismatch. We propose Imagine2Real, a zero-shot HOI framework for flexible, geometry-free interaction. To resolve misalignment, we formulate robot and object motions as unified 4D point trajectories. To overcome retargeting complexity, our Keypoints Tracker tracks only sparse critical points (base, hands, and object), entirely bypassing the error-amplifying retargeting process. To maintain natural gaits despite these sparse signals, we utilize the latent space of a Behavior Foundation Model (BFM) as the tracker's search domain. Using a progressive training strategy, Imagine2Real learns robust behaviors with simple tracking rewards, enabling zero-shot physical deployment within a motion capture(mocap) system.
Open-CHOIR: Open-World Contact-Aware 4D Hand-Object Interaction Reconstruction
We ask whether everyday open-world monocular videos can be turned into reusable 4D interaction primitives: articulated hand motion, object shape with 6D pose over time, and the when/where of contact. Such a capability would enable scalable mining of real interactions and, beyond reconstruction, support scene-aware synthesis and planning. However, reconstructing hand-object interaction (HOI) from challenging monocular videos remains difficult: methods often assume known objects or curated scenes, and separately estimated hands and objects easily become misaligned under clutter, occlusion, and unseen object geometries. Targeting this setting, we present Open-CHOIR, an Open-world Contact-aware HOI Reconstruction framework for a monocular camera, using contact as an explicit coupling signal between hands and objects. Open-CHOIR first initializes a coarse, contact-agnostic 4D HOI sequence from open-world visual priors. It then introduces a generative HOI spatial rectification module to predict ray-depth corrections and rectify hand-object relative placement, then derive initial per-frame contact correspondences on the rectified geometry. Last, a contact-aware joint optimization with dynamically updated contact constraints enforces geometric, temporal, and contact consistency. Experiments on controlled and challenging videos show that Open-CHOIR improves object reconstruction, physical plausibility, and temporal consistency over state-of-the-art methods. Code, data, and pretrained weights are available at https://github.com/hxwork/CHOIR.
RHINO: Reconstructing Human Interactions with Novel Objects from Monocular Videos
Reconstructing people, objects, and their interactions in 3D is a long-standing goal for intelligent systems. Often the input is RGB video from a moving camera, making the task ill-posed; depth is ambiguous, humans and objects occlude each other, and camera and object motion entangle to create apparent motion. Most prior work addresses humans or objects in isolation, ignoring their interplay, or assumes known 3D shapes or cameras, which is impractical for real-world applications. We develop RHINO (Reconstructing Human Interactions with Novel Objects), a three-step framework that recovers in 3D a human, novel (unseen) manipulated object, and static scene in a common world frame from a monocular RGB video. First, we leverage 3D-aware foundation models to obtain cues that stabilize Structure-from-Motion (SfM) even for low-texture regions; this yields a coarse shape and apparent motion of a manipulated object from foreground pixels, and a coarse scene shape and camera motion from background pixels. Second, we estimate a human in the camera frame via an off-the-shelf method, and subtract the camera motion from apparent motion to extract the object motion; this registers the human, object, and coarse scene shapes into a common world frame. Third, we refine shapes using a compositional neural field with per-component signed-distance fields. The latter further enables differentiable contact priors that attract surfaces while penalizing interpenetration, improving the physical plausibility of the final reconstruction. For evaluation, we capture a new dataset of handheld monocular videos synchronized with a volumetric 4D capture stage, providing ground-truth shape and camera motion. RHINO outperforms state-of-the-art baselines on novel-view synthesis and 4D reconstruction. Ablations show that each stage contributes substantially. Code and data are available at https://lxxue.github.io/RHINO.
Real2Sim in HOI: Toward Physically Plausible HOI Reconstruction from Monocular Videos
Recovering 4D human-object interaction (HOI) from monocular video is a key step toward scalable 3D content creation, embodied AI, and simulation-based learning. Recent methods can reconstruct temporally coherent human and object trajectories, but these trajectories often remain visual artifacts while failing to preserve stable contact, functional manipulation, or physical plausibility when used as reference motions for humanoid-object simulation. This reveals a fundamental interaction gap: HOI reconstruction should not stop at tracking a human and an object, but should recover the relation that makes their motion a coherent interaction. We introduce , a framework for reconstructing physically plausible 4D HOI animation from in-the-wild monocular videos. Instead of treating the human and object as independent entities in an ambiguous monocular 3D space, we propose a formulation. The human motion is recovered as the interaction anchor, and the object is reconstructed, aligned, and refined relative to the human action. The resulting kinematic trajectory is then projected into a physics-based humanoid-object simulation, where it acts as a teacher trajectory for stable physical rollout. Across benchmark and in-the-wild videos, improves human-object alignment, contact consistency, temporal stability, and simulation readiness over prior monocular HOI reconstruction methods. By moving beyond visually plausible trajectory recovery toward physically grounded interaction animation, our work takes a step toward turning general monocular HOI videos into scalable demonstrations for humanoid-object behavior. Project page: https://knoxzhao.github.io/real2sim_in_HOI/
Dynamic Full-body Motion Agent with Object Interaction via Blending Pre-trained Modular Controllers
Generating physically plausible dynamic motions of human-object interaction (HOI) remains challenging, mainly due to existing HOI datasets limited to static interactions, and pretrained agents capable of either dynamic full-body motions without objects or static HOI motions. Recent works such as InsActor and CLoSD generate HOI motions in planning and execution stages, are yet limited to either static or short-term contacts e.g. striking. In this work, we propose a framework that fulfills dynamic and long-term interaction motions such as running while holding a table, by combining pretrained motion priors and imitation agents in planning and execution stages. In the planning stage, we augment HOI datasets with dynamic priors from a pretrained human motion diffusion model, followed by object trajectory generation. This plans dynamic HOI sequences. In the execution stage, a composer network blends actions of pretrained imitation agents specialized either for dynamic human motions or static HOI motions, enabling spatio-temporal composition of their complementary skills. Our method over relevant prior-arts consistently improves success rates while maintaining interaction for dynamic HOI tasks. Furthermore, blending pretrained experts with our composer achieves competitive performance in significantly reduced training time. Ablation studies validate the effectiveness of our augmentation and composer blending.
PhysHanDI: Physics-Based Reconstruction of Hand-Deformable Object Interactions
While existing methods for reconstructing hand-object interactions have made impressive progress, they either focus on rigid or part-wise rigid objects-limiting their ability to model real-world objects (e.g., cloth, stuffed animals) that exhibit highly non-rigid deformations-or model deformable objects without full 3D hand reconstruction. To bridge this gap, we present PhysHanDI (Physics-based Reconstruction of Hand and Deformable Object Interactions), a framework that enables full 3D reconstruction of both interacting hands and non-rigid objects. Our key idea is to physically simulate object deformations driven by forces induced from densely reconstructed 3D hand motions, ensuring that the reconstructed object dynamics are both physically plausible and coherent with the interacting hand movements. Furthermore, we demonstrate that such simulation of object deformations can, in turn, refine and improve hand reconstruction via inverse physics. In experiments, PhysHanDI outperforms the state-of-the-art baseline across reconstruction and future prediction.
DexSynRefine: Synthesizing and Refining Human-Object Interaction Motion for Physically Feasible Dexterous Robot Actions
Learning dexterous manipulation from human-object interaction (HOI) data offers a scalable alternative to robot teleoperation, but HOI demonstrations are typically sparse and purely kinematic, making direct retargeting unreliable under embodiment mismatch and contact-rich dynamics. We present DexSynRefine, a coupled framework that treats HOI data as structured motion priors rather than executable robot actions. DexSynRefine first synthesizes hand-object trajectories conditioned on the task and initial object state using HOI Motion Manifold Flow Primitives (HOI-MMFP), a motion prior for coupled hand-object motion. It then physically grounds them with task-space residual reinforcement learning and adapts execution by inferring missing contact-dynamics context from proprioceptive history. Across five dexterous manipulation tasks, each stage addresses a complementary bottleneck: HOI-MMFP improves trajectory consistency and smoothness, task-space residuals provide the strongest grounding representation among the tested alternatives, and contact-dynamics adaptation enables robust real-world execution. Together, DexSynRefine improves real-world success rates over kinematic retargeting by 50-70~percentage points.
MaMi-HOI: Harmonizing Global Kinematics and Local Geometry for Human-Object Interaction Generation
Generating realistic 3D Human-Object Interactions (HOI) is a fundamental task for applications ranging from embodied AI to virtual content creation, which requires harmonizing high-level semantic intent with strict low-level physical constraints. Existing methods excel at semantic alignment, however, they struggle to maintain precise object contact. We reveal a key finding termed \textit{Geometric Forgetting}: as diffusion model depth increases, semantic feature tend to overshadow object geometry feature, causing the model to lose its perception to object geometry. To address this, we propose MaMi-HOI, a hierarchical framework reconciling \textbf{Ma}cro-level kinematic fluidity with \textbf{Mi}cro-level spatial precision. First, to counteract geometric forgetting, we introduce the Geometry-Aware Proximity Adapter (GAPA), which explicitly re-injects dense object details to perform residual snapping corrections for precise contact. Nevertheless, such aggressive local enforcement can disrupt global dynamics, leading to robotic stiffness. In response, we introduce the Kinematic Harmony Adapter (KHA), which proactively aligns whole-body posture with spatial objectives, ensuring the skeleton actively accommodates constraints without compromising naturalness. Extensive experiments validate that MaMi-HOI simultaneously achieves natural motion and precise contact. Crucially, it extends generation capabilities to long-term tasks with complex trajectories, effectively bridging the gap between global navigation and high-fidelity manipulation in 3D scenes. Code is available at https://github.com/DON738110198/MaMi-HOI.git
ScriptHOI: Learning Scripted State Transitions for Open-Vocabulary Human-Object Interaction Detection
Open-vocabulary human-object interaction (HOI) detection requires recognizing interaction phrases that may not appear as annotated categories during training. Recent vision-language HOI detectors improve semantic transfer by matching human-object features with text embeddings, but their predictions are often dominated by object affordance and phrase-level co-occurrence. As a result, a model may predict \textit{cut cake} from the presence of a knife and a cake without verifying whether the hand, tool, target, contact pattern, and object state jointly support the action. We propose \textbf{ScriptHOI}, a structured framework that represents each interaction phrase as a soft scripted state transition. Rather than treating a phrase as a single class token, ScriptHOI decomposes it into body-role, contact, geometry, affordance, motion, and object-state slots. A visual state tokenizer parses each detected human-object pair into corresponding state tokens, and a slot-wise matcher estimates both script coverage and script conflict. These two quantities calibrate HOI logits, expose missing visual evidence, and provide training constraints for incomplete annotations. To avoid suppressing valid but unannotated interactions, we further introduce interval partial-label learning, which constrains unannotated candidates with script-derived lower and upper probability bounds instead of assigning closed-world negatives. A counterfactual script contrast loss swaps individual script slots to discourage object-only shortcuts. Experiments on HICO-DET, V-COCO, and open-vocabulary HOI splits show that ScriptHOI improves rare and unseen interaction recognition while substantially reducing affordance-conflict false positives.
Active Contact Sensing for Robust Robot-to-Human Object Handover
Robot-to-human object handover is an essential skill for robot assistants, from serving drinks at home to passing surgical tools in the operating room. We expect robots to perform handover robustly -- to release the object only after a firm human grasp while ignoring incidental touches. Existing passive-sensing methods struggle to generalize across diverse objects and human behaviors, as they lack informative perturbations to disambiguate different contact conditions, such as firm grasp versus incidental touch. We propose an active sensing approach for robust handovers: the robot applies information-gathering motions and senses the resulting human-applied forces to infer the contact state. A firm grasp produces forces in multiple directions, while an accidental touch does not. To capture this distinction, we model the contact state with a Bayesian linear model: a distribution over piecewise-linear mappings from robot motions to human-applied forces. This model enables firm grasp detection and active information gathering. In experiments with 12 participants and 30 diverse rigid objects, our method achieved a 97.5% success rate -- over 30% higher than two common baselines.
Deco: Extending Cherished Physical Objects into AI Companion Agents through Dual Embodiment
Physical objects (e.g., plush toys) can transcend materiality to become emotional anchors and provide companionship. However, these bonds remain one-sided because most physical objects cannot reciprocate. AI companions offer responsiveness and personalization, but typically entail building bonds from scratch. We investigated how AI companions might inherit and extend users' existing bonds with physical objects. A formative study (N=9) informed four design principles (Faithful Identity, Calibrated Agency, Ambient Presence, Reciprocal Memory), shaping our Dual-Embodiment Companion Framework. We instantiated it as Deco to create digital embodiments of physical companions. In a within-subjects lab study (N=25), Deco was rated higher than a personalized digital-only companion on six companion-related measures (all p<.01). A subsequent seven-day field deployment (N=17) showed sustained engagement, higher post-deployment well-being (p=.040), and three key relational patterns: digital activities retroactively vitalized physical objects, bond deepening centered on emotional engagement depth, and participants sustained bonds while navigating companions' AI nature. Dual embodiment offers a promising framework for revitalizing physical objects with AI agents.
MHPR: Multidimensional Human Perception and Reasoning Benchmark for Large Vision-Languate Models
Multidimensional human understanding is essential for real-world applications such as film analysis and virtual digital humans, yet current LVLM benchmarks largely focus on single-task settings and lack fine-grained, human-centric evaluation. In this work, we introduce MHPR, a comprehensive benchmark for joint perception-reasoning over human-centric scenes spanning individual, multi-person, and human-object interaction dimensions. MHPR comprises a multi-level data design-Captioned Raw Data (C-RD), Supervised Fine-Tuning Data (SFT-D), Reinforcement Learning Data (RL-D), and Test Data (T-D)-together with an automated caption/VQA generation pipeline (ACVG) that performs category-wise attribute decomposition, attribute-specific rewriting, and multi-model voting to ensure high-quality, scalable annotations. We evaluate state-of-the-art vision-language models on fine-grained attributes (appearance, clothing, pose, parts) and high-level semantics (social relations, action semantics, spatial relations, intent and functionality). Our findings show that: 1) format-aligned SFT data substantially improves instruction following and stability; 2) challenge-focused RL data derived from bad-case analysis further enhances perception and reasoning on difficult instances; and 3) training Qwen2.5-VL-7B with MHPR yields significant gains, achieving near-parity with considerably larger models. We release ACVG and MHPR to facilitate reproducible, extensible research on human-centric perception and reasoning.
IMPACT-HOI: Supervisory Control for Onset-Anchored Partial HOI Event Construction
We present IMPACT-HOI, a mixed-initiative framework for annotating egocentric procedural video by constructing structured event graphs for Human-Object Interactions (HOI), motivated by the need for high-quality structured supervision for learning robot manipulation from human demonstration. IMPACT-HOI frames this task as the incremental resolution of a partially specified, onset-anchored event state. A trust-calibrated controller selects among direct queries, human-confirmed suggestions, and conservative completions based on empirical annotator behavior and evidence quality. A risk-bounded execution protocol, utilizing atomic rollback, ensures that human-confirmed decisions are preserved against conflicting automated updates. A user study with 9 participants shows a 13.5% reduction in manual annotation actions, a 46.67% event match rate, and zero confirmed-field violations under the studied protocol. The code will be made publicly available at https://github.com/541741106/IMPACT_HOI.
InterPhys: Physics-aware Human Motion Synthesis in a Dynamic Scene
This paper tackles the problem of physics-aware human motion synthesis in a dynamic scene. Unlike existing works which mainly tend to generate physically unrealistic motions due to limited contact modeling, typically restricted to hands, in this paper, we introduce a physics-aware human motion generation framework that explicitly models the full spectrum of human-related forces, including human-object, human-scene, and internal body dynamics.~Our method imposes soft physical constraints to maintain force and torque balance, ensuring physically grounded motion synthesis. We further propose a novel continuous distance-based force model that generalizes contact modeling to arbitrary surfaces, capturing interactions not only with static environments but also with dynamic, moving objects. Extensive experiments show that our approach significantly improves physical plausibility and generalizes well to complex scenes, setting a new benchmark for physically consistent human motion generation.
HOI-aware Adaptive Network for Weakly-supervised Action Segmentation
In this paper, we propose an HOI-aware adaptive network named AdaAct for weakly-supervised action segmentation. Most existing methods learn a fixed network to predict the action of each frame with the neighboring frames. However, this would result in ambiguity when estimating similar actions, such as pouring juice and pouring coffee. To address this, we aim to exploit temporally global but spatially local human-object interactions (HOI) as video-level prior knowledge for action segmentation. The long-term HOI sequence provides crucial contextual information to distinguish ambiguous actions, where our network dynamically adapts to the given HOI sequence at test time. More specifically, we first design a video HOI encoder that extracts, selects, and integrates the most representative HOI throughout the video. Then, we propose a two-branch HyperNetwork to learn an adaptive temporal encoder, which automatically adjusts the parameters based on the HOI information of various videos on the fly. Extensive experiments on two widely-used datasets including Breakfast and 50Salads demonstrate the effectiveness of our method under different evaluation metrics.