Motion Representation Learning
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32 papers in the last four weeks, up 357% on the four weeks before. 0.3% of all new papers.
Latest papers 67
Despite the ubiquity of sensors in wearable and mobile devices and the abundance of human movement data they generate, translating unlabeled recordings into foundational motion models remains an open challenge. Self-supervised learning (SSL) has alleviated the need for costly annotations, yet existing approaches leave the global structure of large-scale motion data largely untapped, relying on randomly sampled batches and local comparisons that become particularly problematic for in-the-wild inertial data dominated by stationary, low-variance behaviors. Here we introduce Morphological Contrastive Learning (MorphCL), a self-supervised pretraining framework that uses structure-aware grouping to inject explicit modeling of global structure into inertial-based SSL approaches. Building on two well-established pillars of motion analysis, the discovery of motion primitives, or motifs, and domain-specific feature descriptors, we show that MorphCL substantially improves linear probing and finetuning results of learned encoders by up to 15 percentage points in F1-score. In a comparison with existing foundation models, we demonstrate that MorphCL-pretrained encoders match or surpass them models in linear probing performance while trained on less data. Qualitative analysis of the resulting embedding spaces further reveals morphologically meaningful cluster structure, with improved separation of kinematically similar activity classes.
EgoLAP: Learning from Egocentric Human Data through Language-Action Reasoning
Egocentric human data offer a path to scaling robot learning beyond costly robot demonstrations, yet the embodiment gap makes raw human trajectories a poor supervisory target for control. Our key insight is that, although low-level actions are embodiment-specific, their underlying motion intent can capture task-relevant structure that transfers across humans and robots. We introduce EgoLAP, a VLA pre-training framework that jointly learns from human and robot trajectories through a shared language-based action chain-of-thought. EgoLAP expresses motion intent as structured, temporally abstracted language actions and pairs them with motion-level reasoning grounded in scene geometry, physics, and object affordances. Across extensive real-world and simulated experiments, EgoLAP transfers human experience to robot control more effectively than alternative action representations and reaches 80.1% mean real-world task progress, a 2.3x performance gain over alternative action representations. Motion-level reasoning also outperforms a composite reasoning format that combines subtask, object-box, and visual-trace reasoning.
Beyond Retargeting: Low-Latency and Robust Humanoid Whole-Body Teleoperation with Learned Atomic Motion Primitives
Humanoid whole-body teleoperation translates human motion into stable robot behavior in real time. Existing systems typically rely on online motion retargeting to bridge human--robot morphological differences, but this process adds latency and can produce physically infeasible targets. Meanwhile, diverse, noisy, and partial human-motion observations often fall outside the training distribution, potentially causing unstable robot behavior. We propose a retargeting-free policy that maps raw human motion directly to robot joint commands in a single forward pass, eliminating online kinematic adaptation. To improve robustness, we learn a codebook of full-body motion primitives that projects out-of-distribution observations onto plausible motion prototypes and recovers full-body motion from partial inputs. Experiments on a Unitree~G1 in simulation and on hardware, using virtual reality, optical mocap, text-to-motion generation, and monocular video inputs, show that our method outperforms baselines in latency and robustness.
SimForcing: Distilling Simulation Motion Priors into Real-Domain Robot World Models
Action-conditioned robot world models must respond precisely to robot trajectories while preserving realistic visual dynamics, yet learning both from heterogeneous robot videos remains challenging. Simulation offers structured motion supervision, but appearance differences hinder direct transfer, and inaccurate simulation predictions can misguide real-video generation. We present SimForcing, a simulation-guided framework that uses simulation both as a source of transferable motion knowledge and as a controllable reference for prediction. First, we transfer motion knowledge from a simulation teacher through latent-motion distillation, aligning temporal changes in latent space to internalize motion priors while mitigating the influence of appearance differences. Second, we introduce multi-block simulation conditioning with condition dropout to exploit predicted simulation trajectories without relying excessively on their accuracy. Our simulation-conditioning classifier-free guidance scheme unifies these two ideas by balancing predictions based on internalized motion knowledge with those additionally guided by simulation latents. The jointly trained student generates both simulation conditions and real-domain videos, requiring no additional world model at inference. On Bridge, SimForcing achieves the best PSNR, SSIM, LPIPS, and FVD among the compared methods without external embodied pretraining. Evaluation on InternData-A1 further supports its applicability across robot datasets. Moreover, using our trained world model to initialize a vision-language-action model improves LIBERO success, suggesting its utility for downstream policy learning. https://github.com/Wang-Xiaodong1899/SimForcing
Kinematics-Centric Continuous Sign Language Retrieval with Gloss-Guided Boundary-Aware Alignment
Sign language-text alignment remains a fundamental challenge for text-driven sign language understanding. Existing methods predominantly rely on appearance-heavy RGB representations, which entangle motion semantics with visual variations and lead to ambiguous motion-language grounding. In this paper, we reformulate sign language-text alignment in a structured kinematic space and propose a kinematics-centric framework that adopts 3D SMPL-X motion as the primary representation. By explicitly modeling the kinematic dynamics of signing in a unified motion space, our approach reduces reliance on appearance signals and yields more semantically consistent representations. To capture the compositional nature of sign language, we introduce a gloss-guided local alignment mechanism that leverages gloss temporal spans as weak supervision to decompose continuous motion into coherent segments and establish fine-grained motion-text correspondences, thereby reducing ambiguity in localizing word-level semantics in continuous signing. Furthermore, we develop a visual distillation strategy, where RGB signals serve as privileged supervision during training to provide complementary contextual cues, while being completely removed at inference time. Extensive experiments on standard benchmarks demonstrate that our method achieves state-of-the-art bidirectional retrieval performance on CSL-Daily and competitive results on PHOENIX-2014T. These results highlight the effectiveness of kinematic representations and explicit local grounding for sign language-text alignment.
World Motion Models: Flexible Sequence Modeling of SE(3) Trajectories
Equipping artificial agents with spatial intelligence requires a comprehensive generative prior over the dynamic 3D world. We propose World Motion Models (WMMs) that capture "what was, is, and will be where across time" via sparse SE(3) pose trajectories. WMMs are built on the observation that elements of dynamic scenes can be well approximated by a set of rigid SE(3) trajectories, a minimal yet expressive primitive for 4D modeling. This representation unifies articulated objects, human bodies, hand-object interactions, piecewise-rigid scene dynamics, camera motion, and even robot states and actions into a single shared space. Given this representation, we cast the joint distribution of these entities as a flexible sequence modeling problem, utilizing flow-matching with per-token noise levels. Coupled with a context token mechanism for non-sequential conditioning, this formulation supports any-to-any marginal conditioning across an arbitrary number of entities and time steps. Tasks such as future prediction, motion infilling, model-predictive control, inverse kinematics, cross-embodiment retargeting, and policy learning all reduce to the application of different masks over the same network. Experiments on 6 diverse applications of 3D vision and robotics demonstrate the versatility and flexibility of WMMs with strong performance.
NarrativeFlow: Flow-Based Vision-Language-Action Model Using Robot Velocity Fields
We focus on language-conditioned flow-based manipulation, where robot flows (robot velocity fields) serve as embodiment-agnostic, motion-centric representations for leveraging data collected from multiple robot platforms. This task is crucial because language-conditioned manipulation is essential for practical robotic systems, yet scaling robot foundation models remains limited by the labor-intensive collection of embodiment-specific data. Existing methods either coarsely approximate robot flows with sparse keypoint displacements, or cannot handle language-conditioned manipulation. To address this limitation, we propose NarrativeFlow, which models robot flows as continuous velocity fields using a flow-matching formulation conditioned on language. Accordingly, NarrativeFlow generates robot flows that are physically consistent with real-world manipulation. To validate NarrativeFlow, we have conducted experiments on standard datasets for language-conditioned manipulation. The experimental results show that NarrativeFlow outperforms representative baseline methods on standard evaluation metrics. Furthermore, through real-world experiments, we show that NarrativeFlow achieves higher success rates than baseline methods across multiple manipulation tasks. The project page is available at https://shota0520.github.io/NarrativeFlow-project-page/
Magic-W0: A Structured World-Action Foundation Model for Physical Intelligence
World-action models (WAMs) augment robot policies with action-conditioned environment dynamics, yet existing approaches largely rely on future observation reconstruction or generic latent prediction and lack structured, control-oriented world representations tightly coupled with action generation. We introduce Magic-W0, a world-action foundation model that jointly models structured physical state evolution and continuous actions. Magic-W0 represents interaction as a Structured World Transition consisting of Current State, Transition, and Future State. Current State combines vision-language context with Current 3D Geometry; Transition is represented by 3D Motion capturing action-induced three-dimensional changes; and Future State is represented by Future Semantics describing task-relevant outcomes. To couple prediction and control, we propose a layer-aligned world-action interaction architecture in which evolving action hypotheses condition world-transition prediction, while predicted world representations continuously inform action generation. Magic-W0 is pre-trained on large-scale egocentric human manipulation, UMI, real-robot, and simulation data, with latent supervision for geometry, 3D motion, and future semantics from pre-trained visual models. Inference-time interventions show that structured world representations respond systematically to changes in candidate actions and that action-related information propagates through shared 3D representations into future semantic predictions. On RoboDojo-Sim, Magic-W0 achieves an average Score of 27.10, the highest among the compared WAMs. Across multiple real-robot tasks, it also demonstrates strong downstream performance after fine-tuning with limited downstream data, supporting generalization and rapid adaptation.
MotionWeave: Learning Motion-Centered Future Dynamics for Vision-Language-Action Policies
Vision-Language-Action (VLA) models have recently incorporated world models to provide richer dynamic supervision beyond sparse action labels. However, explicitly predicting future images or videos may include control-irrelevant appearance, while guidance derived from holistic future visual representations and shared global action features may fail to establish timestep-specific correspondence between actions and local visual changes. To address this issue, we propose MotionWeave, a motion-centric future-dynamics framework for action-chunk prediction with two modules: the Action-Induced Motion Grounder (AIMG) and the Horizon Residual Composer (HRC). Specifically, AIMG conditions on action and proprioceptive representations to construct horizon-specific queries that localize interaction regions associated with each future action timestep from current visual tokens. HRC extracts differences between interaction representations at adjacent horizons, encodes them as temporal motion cues, and injects them into action tokens through a gated residual. During training, robot-arm masks rendered from future frames are used to construct KL-based motion-grounding supervision, while inference uses only the current observation. On six MetaWorld tasks, MotionWeave achieves a 75.3% average success rate, an absolute gain of 8.6% over π0 (66.7%), especially on sustained-interaction tasks. Our code is available at https://github.com/autu-mn/MotionWeave.
Video2SwimFish: An Automated Pipeline for Reconstructing Controllable Fish Models and Biological Locomotion from Real Fish Videos
We present Video2SwimFish, an automated pipeline and benchmark for building controllable fish assets from real-fish videos for underwater embodied AI. Given synchronized multi-view videos of an individual fish, the pipeline reconstructs a metrically scaled deformable mesh from a VLM-selected canonical frame, generates internal articulation adapted to that individual's morphology through a VLM actor-critic loop, and extracts a Biological Locomotion Manifold (BLM) from the fish's observed midline curvature. The BLM provides a low-dimensional action space bounded by real-fish motion, enabling an individual swimming policy to be learned for each reconstructed fish. We release two paired datasets: synchronized top- and front-view recordings of 120 individual fish across 6 species, and the controllable assets and individual swimming policies derived from them. Because every asset is tied to the animal it came from, the dataset supports a benchmark that evaluates locomotion learning not only on task success but on fidelity to that individual in trajectory shape, body curvature, and tail-beat frequency, across trajectory following, reward-free swimming behavior transfer from video, and a downstream case study in which a simulated BlueROV underwater robot captures one of the assets. We find that task success and locomotion fidelity do not necessarily improve together: the method achieving the highest task completion is not the method achieving the highest locomotion fidelity, and we identify faithful reproduction of individual animal locomotion as an open challenge for the community. Project website: https://hangongchen.github.io/video2swimfish-web/.
Unveiling the Value of Motion for Cinematic Camera Trajectories
Cinematic camera motion is a fundamental storytelling tool, defined not only by where the camera is positioned in the scene, but also by how it moves in terms of direction and speed. Recent work on camera trajectory generation and alignment to text relies on pose-centric representations. While in principle a network could derive direction of movement and speed, we find that in practice this might not happen. In fact, in this paper we discover that decomposing the camera trajectory representation from the traditional per-frame poses to direction and speed has surprising benefits across multiple tasks, including trajectory-to-text alignment as well as text-to-trajectory generation. To accurately evaluate the former, we introduce a simple and reliable protocol that overcomes the limitations of prior evaluation baselines. For the latter, building on this representational insight, we propose a novel generative model for camera trajectories, CineGEN, that achieves superior performance across a variety of metrics. We also propose a novel dataset, CineScript, containing movie clips that are enriched with scene descriptions as well as higher-level metadata. This novel data allows us to test models' ability to capture high-level cinematographic information. We show that, despite its simplicity, representing camera trajectories through direction and speed not only helps numerically to achieve better alignment and generation, but also inherently encodes complex directorial intent.
Eulerian Motion Reconstruction for Water Scenery
Reconstructing and animating water scenery from nature produces compelling and immersive visual experiences. Previous work examined this task from the perspective of 2D video textures, with the goal of creating a looping video. In our work, we tackle the problem from a 3D perspective, creating a looping 4D dynamic reconstruction which can be interactively rendered from novel viewpoints from a single non-looping 2D source video. We represent motion as a 3D static \textit{Eulerian} motion field that advects canonical Gaussian splats that are cyclically reborn at fixed time periods, supervised using rendering losses. To model non-periodic and stochastic dynamics present in real-world scenes, we add a non-periodic, time-varying residual term to capture deviations from the static Eulerian motion field. We show quantitatively and qualitatively that our framework enables photorealistic animation of water scenes better than prior art.
Retargeting Motions to Diverse Skeletons via Learnable Flattening
Cross-structural motion retargeting aims to transfer motion between different skeletal topologies. Despite recent progress, existing state-of-the-art models struggle with reliability in zero-shot settings, i.e. skeletons with different topologies which were unseen during training, and recent Transformer-based attempts have failed to outperform specialized geometric methods. We bridge this gap with a Transformer Autoencoder that learns a topology- and translation-invariant latent space. Our core contribution is a learnable flattening of skeletal graphs that captures both local dependencies and global structure. Unlike the standard transformer architecture, which adds positional information to token content, we integrate graph-based positional encodings multiplicatively, a design choice that follows directly from our flattening formulation. The resulting model handles diverse skeletal topologies within a single unified architecture and trains in a fully unsupervised manner, requiring no paired retargeting data. Ablation studies show, that the graph encodings, multiplicative formulation, and Transformer backbone is critical for the performance. In zero-shot evaluations, our method reduces global joint position error by over current benchmarks. A user study (), including expert animators, further ranks our approach highest in motion alignment and physical plausibility (). These results demonstrate that our model design is key to making transformer architectures effective for motion retargeting, outperforming existing approaches.
CrossBFM: Distilling a Shared Latent Behavior Space Across Humanoid Embodiments
Behavior Foundation Models (BFMs) give humanoids a promptable policy over a latent behavior space, enabling one single vector to represent a motion to imitate, a pose to reach, or a reward to maximize. Forward-Backward representations successfully produce such spaces, but at the cost of hundreds of GPU-hours for a single robot. Moreover, when the training process is repeated for a second robot, it produces a second space unrelated to the first, resulting in embodiment-specific latents that do not unify or transfer. We address these problems with CrossBFM, treating the latent space as the transferable asset for various embodiments. As retargeting provides frame-level cross-embodiment correspondence, we propose a unified encoder architecture with no robot-specific parameters for distilling the behavior space to address all training embodiments simultaneously in less than a GPU-hour. Following this encoder, latent-conditioned trackers turn the distilled latent into whole-body control in a conventional PPO training manner in just 10 more GPU-hours. On three distilled humanoids, all three prompting modes transfer: motion tracking with latent-conditioned policy losing only rad to its joint-conditioned counterpart, smooth goal reaching between poses with no falls, and reward optimization for all reward prompts. Our experiments further reveal that 1) regressing the encoder on a quarter of the motion corpus costs only of tracking performance and 2) training the encoder on a subset of robots and evaluating on an unseen one recovers up to of the tracking performance of seen robots, demonstrating cross-embodiment generalization to morphologically similar robots. We also verify the pipeline on real robots across all three prompting modes and with flow-based generated latents. Project website: https://dotandung.github.io/crossbfm/
Learning Expressive and Compositional Motion Representation via Spectral Skills
Robotic foundation models offer a promising path toward general-purpose humanoid robot control, often through hierarchical architectures. However, their effectiveness depends on the command interface between the planner and the controller, which must support accurate execution while remaining easy to predict, and ideally allow new behaviors to be composed from prior ones. In this work, we introduce spectral skills, a latent representation of this interface that meets these requirements through predictive representation learning. By design, spectral skills compactly encode short motion segments and are learned by predicting subsequent motion rather than reconstructing the encoder input. On a 29-DoF humanoid, a controller conditioned on spectral skills reduces global tracking error by 62% relative to the state of the art. The same frozen controller chains independently encoded skills without a separate transition policy. It also composes new behaviors by adding orthogonal directions to any compatible base skill, producing combinations unseen in the training data. We demonstrate tracking, chaining, and composition, as well as control through a language-conditioned planner, on Unitree G1 hardware. Project page: https://spectral-skill.github.io
VidAct: Learning Manipulation from In-the-Wild Videos with Object-Centric 3D Awareness
Video demonstrations offer a scalable alternative to costly robot data for learning manipulation, yet existing reconstruction-based approaches often rely on constrained camera viewpoints or human-to-robot retargeting, while the reconstructed trajectories are difficult to adapt to new objects configurations without distorting the trajectory shape. Another key limitation is that the resulting policies often lack precise object-level 3D geometry awareness, limiting object grounding and object shape awareness critical for precise manipulation. To bridge these gaps, we propose VidAct, an efficient video-to-robot framework that learns object-centric, 3D-aware manipulation policies from a single monocular video per task and enables zero-shot real-world deployment. VidAct consists of three key components. First, VidAct reconstructs object meshes and motion from arbitrary demo videos and canonicalizes the motion in the static object frame, avoiding embodiment-specific retargeting and accommodating diverse camera viewpoints. Second, VidAct employ residual trajectory transfer for adapting the reconstructed motion to novel object configurations while preserving its motion shape. Finally, as the key policy-learning component, VidAct predicts simulation-provided privileged complete-object point clouds at each frame as an auxiliary task while retaining RGB-only deployment, providing dense object-centric supervision over both object pose and 3D geometry. Experiments on human, robot, generated, and internet videos demonstrate broad video applicability and zero-shot deployment. Per-frame complete-object 3D supervision improves policy generalization and sim-to-real success, while residual trajectory transfer enables reliable trajectory adaptation with better shape preservation.
DiMoP: Diffusion-Driven Motion Representation Learning With Frame-Level Pseudo-Classification for Skeleton-Based Action Recognition
Robust skeleton-based action recognition requires representations that capture a wide spectrum of motions, from subtle to moderate and strong ones. Existing methods often focus on strong motions. This paper introduces DiMoP, a masking- and diffusion-driven motion representation learning method with frame-level pseudo-classification to explicitly learn the distribution of joint motions rather than regressing deterministic coordinates, as existing methods often do. By diffusing masked joints with progressive noise and denoising them conditioned on visible joints, DiMoP learns through controllable noising and denoising processes, enabling uniform learning of weak, moderate, and strong dynamics. To enable the masking-based generative diffusion learning with a discriminative capability, a pseudo-frame classifier is proposed that enforces the learning towards sequence-consistent and temporally coherent pseudo-labels without manual annotations. Together, these strategies provide a principled mechanism for joint generative and discriminative motion modeling. DiMoP achieves state-of-the-art performance across NTU RGB+D 60/120, and PKUMMD, including a 1.1 percentage point gain over prior works on NTU RGB+D 120 with the cross-subject protocol.
HUMAN-TCI: Hierarchical Multi-Stream Motion-Aware Network with Torso-Centered Interaction for Text-to-Motion Retrieval
Accurate retrieval of human motions is a crucial first step in text-guided human motion modeling and synthesis, as it selects semantically relevant sequences from large datasets and provides grounded references for downstream tasks. Retrieving motions from natural language descriptions remains challenging because sentences can describe multiple actions, overlapping movements, and intricate dependencies between body parts. Existing methods often focus on simple, single-action descriptions and typically process body parts independently or by merely concatenating features, without explicitly modeling how torso movements influence other parts. In addition, their processing pipelines often rely on computationally heavy models, introducing considerable overhead, particularly when modeling longer or more complex motion sequences. This limits learning discriminative motion-pattern representations, reducing retrieval accuracy, interpretability, and efficiency in practical applications. To address these limitations, we propose HUMAN-TCI, a Hierarchical Multi-Stream Motion-Aware Network for text-guided human motion retrieval. HUMAN-TCI employs a three-stream architecture that separately models upper-body, lower-body, and torso motions while explicitly capturing their interactions, allowing torso-related movements to influence the positioning and dynamics of other body parts. By incorporating tailored torso attention, our model effectively recognizes complex human motion patterns, captures fine-grained motion relationships and handles complex multi-action descriptions. Our framework supports retrieval for both simple, single-action sentences and long, compositional descriptions containing sequential or overlapping actions without relying on complex models.
MotionSpaceFlow: Representation-Aware Flow Matching in Direct Motion Space
Recent advances in diffusion and flow models have substantially improved text-driven human motion generation. Yet most methods generate in low-dimensional, temporally downsampled latent spaces learned primarily for reconstruction, a bottleneck that can limit generation quality and preclude direct manipulation of individual frames and joints. We introduce MotionSpaceFlow (MSFlow), a representation-aware flow-matching framework that predicts clean motion directly in continuous motion space without a learned encoder or decoder. To account for the anisotropic structure of direct motion representations, we propose representation-aware noise scaling and show how the initial Gaussian source scale governs the covariance of intermediate probability-path marginals. We further introduce a Representation-Aware Multimodal Diffusion Transformer (RA-MMDiT), which jointly updates token-level language and full-resolution motion features through joint attention while adapting temporal information flow to the motion representation: causal attention for incremental features defined by frame-to-frame changes, and bidirectional attention for global features such as absolute joint coordinates. Across different datasets and motion representations, MSFlow achieves state-of-the-art text-to-motion performance. Its global representation variant additionally enables zero-shot, inference-time control over any joint or frame through projection sampling without control-conditioned training, delivering leading motion quality with exact constraint satisfaction.
TT-VidT: Decoupling the Temporal Axis for Efficient Motion-Centric Video Pretraining
Comparisons in video self-supervised learning often evaluate complete training recipes rather than isolating the method itself: architecture, objective, data exposure, schedule, scale, and decoder capacity can all vary at once. This makes it hard to identify which choices yield motion-prioritized representations, whose gains concentrate on frame-to-frame change while retaining useful appearance. We address this with a matched architecture-objective study at roughly 170M ~ 190M encoder scale on 1.7M OpenVid and Moments-in-Time v2 clips for 8 epochs, and propose TT-VidT. TT-VidT combines a DINOv3-initialized ViT-B/16 per-frame spatial path with a compact Temporal Transfer Layer, trained by Diff Compression to reconstruct target frames from a first-frame appearance anchor and frame-specific motion tokens. The sweep shows that TT3D with Diff Compression, not either component alone, enters the strongest motion-sensitive regime, and decoder ablations favor a compact video-pretrained decoder. In final comparison, TT-VidT leads Jester, Something-Something V2, ARID, and Diving48 fine-tuning simultaneously, improving over the strongest non-TT row by 54% ~ 121%, while using 48% fewer encoder FLOPs than DisMo and 55% fewer than VideoMAE or V-JEPA2. HMDB51, IARD, and EPIC-Kitchens bound the claim.
Harnessing Coupled Stream Completion For Human-Object Interaction Modeling
Text-conditioned human-object interaction (HOI) generation requires body motion, object trajectories & rotations, and hand articulation to remain coordinated. These components differ in scale and dynamics, but must agree on contact, relative pose, and timing. A shared representation may limit the distinct structure of each stream, while independent generation prevents each stream from responding to changes in the others. Latent supervision alone also does not directly constrain contact after decoding. We propose TRACE, a continuous latent framework that keeps stream states separate and couples their updates. TRACE encodes body, object, and hand motion into separate latents and predicts each stream velocity from the complete current interaction state. Geometric losses on decoded motion further constrain contact and object-relative motion over time. The same model supports completion of any single absent stream from the other two. Frozen flow features also serve as input to a language model for HOI understanding. Experiments on InterAct, OMOMO, and BEHAVE show that joint completion training improves generation and that frozen flow features improve understanding over raw-motion encoding. On InterAct, TRACE achieves the highest contact precision, recall, and F1 among the compared methods.
MotionJEPA: Preventing Temporal Feature Collapse by Capturing Visual Changes in Latent Space
Joint Embedding Predictive Architectures (JEPAs) are a promising paradigm for learning task-agnostic latent world models without visual reconstruction. However, standard JEPA training exhibits a strong inductive bias towards slow features, causing feature suppression and the collapse of latent representation. While inverse dynamics provides temporal anti-collapse, it relies on action labels and offers little incentive to embed general, unlabeled dynamics. We introduce Difference Image and Single image embedding Regularization (DISReg), a novel regularizer that builds on an inverse-dynamics-style module that predicts temporal difference image embeddings without any pixel reconstruction loss, encouraging balanced static and dynamic feature learning. DISReg consists of a static term that shapes the distribution of the image embedding and encourages slow features, and a dynamic term, which, unlike direct regularization on the embedding, imposes no constraint on the image embedding's shape or distribution and instead only incentivizes that dynamic features be present. By integrating this regularizer into a standard JEPA, we establish our new architecture, MotionJEPA. Latent probing demonstrates that MotionJEPA produces more complete representations than other methods, and our trajectory analysis shows it maintains geometrically simple latent embeddings with low curvature. We further show that MotionJEPA improves downstream planning success under static-background distractors across four environments.
VISTA: Video-Injected Stylized Text-to-Animation
We present VISTA, a two-stage framework for generating stylized 3D human motion by fusing structural content from text prompts with expressive style from reference videos, without requiring jointly paired (text, video, stylized motion) triplets. A Dual-channel Autoencoder first maps motion sequences and video clips into a shared latent manifold. A masked autoregressive diffusion backbone then operates within this manifold, injecting video-derived style through a dedicated late-fusion Dual-AdaLN pathway while preserving text-conditioned content structure. A cross-batch unpaired training protocol with latent cycle consistency enables joint learning across separate semantically rich and stylistically diverse datasets. As a proof-of-concept for controllable animation synthesis, we validate VISTA on rendered motion-capture references: it achieves the highest style recognition accuracy among video-conditioned methods while preserving competitive content alignment, and its decomposed 3-way classifier-free guidance provides independent, user-controllable calibration of the content-style balance at inference time.
BiRoAD: Learning Shared and Role-Adaptive Representations for Bimanual Manipulation
Bimanual manipulation requires policies that coordinate two arms while adapting their functional roles to scene geometry, object configuration, and task context. Learning such scene-conditioned role adaptation remains challenging, as demonstrations may contain uneven role distributions that limit generalization to underrepresented arm--role configurations. In addition, many bimanual policies predict actions in fixed left- and right-arm action spaces. While this provides a natural parameterization for robot control, it does not explicitly specify how behaviors should transform when functional roles are exchanged across arms. Across different scene initializations, the two arms may follow a similar coordination pattern, but the role-specific behavior assigned to each arm should change with the scene. Therefore, we propose BiRoAD, a Bimanual Role-Adaptive Decomposition framework for learning shared and role-adaptive representations in bimanual policies. Given bimanual trajectory or action-token features, BiRoAD decomposes these features into swap--symmetric and swap--antisymmetric components: the former captures coordination structure invariant to arm exchange, and the latter captures role-specific distinctions that vary consistently with functional role assignment. The two components are then recomposed as residual updates to the original paired arm representations, allowing BiRoAD to serve as a modular feature transformation without changing the policy inputs, imitation-learning objective, or requiring manually defined role labels. Across multiple bimanual manipulation tasks with balanced and imbalanced role distributions, BiRoAD improves robustness across role configurations over corresponding base policies, with notable gains on underrepresented role configurations.
MoWAM: Explicit Future Motion Prediction for Efficient World Action Models
World Action Models (WAMs) improve robot policy learning by incorporating future dynamics, yet explicitly generating future videos at inference introduces substantial computational overhead. Removing future generation improves efficiency, but leaves future dynamics only implicitly encoded in observation features, which can limit robustness under distribution shifts. We propose MoWAM, an efficient WAM that replaces future video generation with explicit future motion prediction. Instead of reconstructing the complete future scene, MoWAM models structured robot motion as a compact abstraction of the future, capturing how the robot is expected to evolve under the current scene and interaction constraints. A Mixture-of-Transformer architecture learns future visual dynamics during training while jointly predicting motion and action, allowing video generation to be removed entirely at inference while retaining an explicit representation of the future. The compact motion representation further enables efficient inference-time scaling by sampling multiple candidates of motion and action pairs and selecting among them with a motion-aware task-progress verifier. Experiments on LIBERO, LIBERO-Plus, and real-world manipulation tasks demonstrate that MoWAM achieves strong in-distribution performance, improved out-of-distribution robustness, and higher average real-world success than representative WAM baselines. In addition, performance improves as more candidates are explored, demonstrating that explicit future motion provides an effective and efficient basis for inference-time scaling.
WholeBodyWAM: Learning Whole-Body World Action Models with Scalable Motion Priors
Humanoid whole-body manipulation requires coordinated whole-body dynamics, yet large-scale trajectories from a target robot are expensive to collect and difficult to scale. In contrast, whole-body motion from human and humanoid sources is abundantly available, although such data cannot be directly used as embodiment-specific robot actions. This work asks whether these scalable motion resources can instead provide a transferable predictive prior for humanoid world-action modeling. We introduce WholeBodyWAM, a humanoid world-action model that learns whole-body dynamics from large-scale heterogeneous motion before target-robot training. We curate UniMotion-4K, a motion corpus spanning more than 4K hours from human videos, native 3D motion datasets, and heterogeneous humanoid platforms, and canonicalize these diverse sources into a unified motion space. A language-conditioned Motion Expert is then pretrained to predict future whole-body motion without target-robot action supervision. During robot post-training, the pretrained Motion Expert is integrated with Video and Action Experts through asymmetric Mixture-of-Transformers (MoT) attention, enabling predictive scene dynamics and whole-body motion to jointly inform embodiment-specific action generation. Experiments show that WholeBodyWAM consistently benefits from increased motion-pretraining scale, improves future-motion prediction and downstream task performance, and transfers effectively to real-world humanoid manipulation. Moreover, the pretrained motion prior substantially improves data efficiency under limited target-robot demonstrations.
GeoLAM: Learning Geometry-Grounded Latent Actions from Unlabeled Human Videos
Human videos provide rich manipulation experience, but extracting action representations that preserve useful motion remains challenging. Visual reconstruction alone can entangle manipulation-related motion with appearance changes and camera movement. We present GeoLAM, a framework for learning geometry-grounded latent actions from action-free human videos. GeoLAM combines future-frame reconstruction through a frozen geometric feature hierarchy with motion supervision from a training-only 4D geometry teacher. The geometric representation provides a structural prior, while the teacher's predictions yield spatially pooled targets capturing 3D displacement, residual image-plane motion, and surface-orientation changes. Visibility and confidence weighting reduces the contribution of unreliable estimates, encouraging continuous latent actions to retain geometric motion without explicit hand-pose or hand-trajectory annotations. After video pretraining without action labels, the learned representation provides transition targets for a world-action model trained on action-labeled robot demonstrations. The model jointly denoises latent actions and executable action chunks, with future-video prediction used only as an auxiliary training task. Deployment therefore requires neither the geometry teacher nor future-video generation. Evaluations on a latent-action benchmark and robotic manipulation tasks demonstrate the strong performance of GeoLAM.
Learning Options for Compositional Motor Control with Adapter Banks
Learning flexible motor primitives is a hallmark of skilled motor control. Recent neuroscience theory proposes that motor primitives may be implemented as low-rank perturbations of a shared recurrent network, but leaves open how such a system is learned. We translate this principle into a novel architecture for learning motor skills end-to-end: a shared recurrent core modulated by a bank of residual adapters, each selected by a discrete latent code. Trained on closed-loop biomechanical control, the adapters develop emergent low-rank perturbations of the recurrent dynamics despite no architectural rank constraint, placing task representations in disparate subspaces of the shared core network. A simple high-level policy over the learned options, optimized while the whole network is frozen, sequences the low-rank adapters to produce novel out-of-distribution movements. We demonstrate the ability to generalize to novel motor sequences within the closed-loop control setting, improving on the generalization error of a task-input-conditioned multitask baseline by upto order of magnitude.
X-WBC: A Cross-Embodiment Foundation Model for Humanoid Whole-Body Control
Scaling humanoid whole-body control toward general-purpose deployment requires large human motion corpora and training experience shared across robot bodies. Existing methods usually train one policy per robot, leaving motion experience isolated across embodiments. We introduce X-WBC, a cross-embodiment foundation framework that separates relatively shared human motion semantics from embodiment-specific physical execution. Human-centered command tokens align full human motion, robot reference motion, and sparse VR observations. A causal Transformer learns reusable temporal structure from mixed multi-robot rollouts, while lightweight robot-specific modules map the shared representation to each robot's proprioception and action space. Across nine simulated embodiments, external motions, and four real robots, experiments show that joint training improves tracking, the aligned representation supports consistent control across command sources, and the learned policy remains competitive beyond the training corpus. These results support heterogeneous humanoids as joint data sources and establish cross-embodiment joint training as a practical route toward whole-body control foundation models.
Atomic Motion Coordinate for Language-Steerable and Force-Responsive Manipulation
Can changing only the language instruction redirect a VLA policy's end effector, or does the visually driven motion prior dominate? We present Atomic Motion Coordinate, a geometry-grounded coordinate for steerable and force-responsive manipulation. Each arm owns thirteen signed translation, rotation, and hold atoms grounded from text and forward kinematics with vision withheld, and the coordinate is injected into every action-expert block via weighted codebook alignment. Contact history modulates the same coordinate through a bounded spherical residual that is recomputed from a fixed nominal latent to regenerate only the unexecuted horizon suffix. Across 7,520 offline horizon interventions, opposite-atom separation reaches 92.5/83.1% (single/dual) versus 39.1/24.0% for LA4VLA-style. Across 50 real-robot trials per task, AMC raises OOD fruit progress from 60.5% to 87.8%; force adaptation raises Plug/Vase from 59.0/71.5% to 78.5/75.2%.
UniMo: Unifying Human and Animal Motion Generation
The conditional generation of 3D motion has emerged as a key research topic due to its wide applicability across robotics, AR/VR, gaming, and content creation. However, extending recent advances in text-driven human motion generation to the animal domain remains challenging due to two core limitations. First, animals exhibit highly diverse skeletal topologies, unlike the standard human structure, making unified modeling across species difficult and leading to inefficient per-species models. Second, existing animal motion datasets suffer from limited scale and annotation quality, constraining model performance. To address these challenges, we propose UniMo, a unified point cloud-based motion generation framework that bypasses topological discrepancies by converting parametric skeletons into unparametric representations, further enhanced by dynamic sampling that allocates more points to active joints. Additionally, we present UniML3D, a large-scale motion-language dataset spanning both human and animal categories, containing 145,907 motion sequences and 433,388 captions-over 102x larger than existing animal datasets. Our method achieves state-of-the-art results on UniML3D and three public benchmarks including HumanML3D, KIT-ML, and AnimalML3D, demonstrating the feasibility and effectiveness of unified human-animal motion generation. Website: https://steve-zeyu-zhang.github.io/UniMo.
PhysioAI: Clinical Knowledge-Guided Semantic Supervision for Skeleton-Based Physiotherapy Action Recognition
Skeleton-based action recognition can support automated tracking of physiotherapy exercises, particularly in remote rehabilitation settings where continuous in-person supervision is impractical. However, most existing methods are developed for large-scale daily-action benchmarks rather than rehabilitation scenarios. Public rehabilitation exercise datasets are typically small, with only subtle kinematic differences between exercise classes. For participants with motor impairments, exercise execution may also deviate from standard movement patterns in amplitude, speed, and coordination, increasing intra-class variability and making reliable recognition more difficult for skeleton-based models. We propose PhysioAI, a clinical knowledge-guided semantic supervision framework that injects structured physiotherapy knowledge into skeleton representation learning. PhysioAI combines graph-based spatiotemporal modelling of human movement with training-time semantic anchors derived from a structured Clinical Knowledge Dictionary (CKD). The CKD descriptions are encoded using a frozen Contrastive Language-Image Pre-training (CLIP) model and projected into an anchor space, where they provide class-specific semantic targets for skeleton representation learning. The resulting CKD-derived anchors are used only during skeleton-model training; inference requires only skeleton inputs. Under subject-disjoint evaluation, PhysioAI achieves on KiMoRe Overall, on the Hard-67 stress test, and on UI-PRMD Overall. These results exceed the strongest comparator for each endpoint by , , and percentage points (pp), respectively. These findings demonstrate that structured clinical knowledge can serve as an effective source of training-time supervision for physiotherapy action recognition.
Investigating Temporal Motion Features for Pose-to-Text Indian Sign Language Translation
We investigate the effect of pretrained T5 model scale and explicit motion features on pose-to-text Indian Sign Language Translation (SLT) for the WSLP 2026 Shared Task. Pose sequences are projected into the embedding space of T5 through a lightweight pose encoder, with the complete model fine-tuned to generate English text. The shared task data used for this work consists of a test set with 5,334 examples and a validation set with 5,257 examples. We compare T5-small, T5-base, and T5-large, and additionally introduce a motion-augmented variant, T5-small + Motion, that adds explicit frame-to-frame pose differences to the input representation. T5-small achieves the best BLEU and ROUGE scores among the spatial-only models, while T5-large obtains the highest chrF score. Augmenting T5-small with motion features yields the largest single improvement observed in our study, substantially improving BLEU over the spatial-only baseline and making it the strongest model overall on this metric. Our submitted system ranked 5th on the official WSLP 2026 SLT testing leaderboard. The source code and trained models are publicly available on GitHub and HuggingFace.
MoVT: Video-Augmented Motion Tokenizer for Text-to-Motion Generation
Text-driven 3D human motion generation models face significant challenges in responding to diverse and unconstrained textual prompts, primarily due to the limited availability of 3D motion training data. To address this, we introduce MoVT, a novel framework that effectively leverages the extensive range of human action videos to enhance text-to-motion generation. At the core of our approach is the cross-modal augmented motion tokenizer, which projects discrete 3D motion tokens into the 2D domain. This projection allows us to enrich the motion codebook with complex, real-world motion patterns derived from videos. The enriched discrete tokens are then mapped back to the 3D domain, resulting in aligned 3D and 2D codebooks with an enhanced capacity to represent intricate motions. These enhanced codebooks are integrated into a generative masked transformer, which predicts masked motion token indices in a modality-agnostic manner. This enables the use of text-index pairs, generated from the 2D codebook and annotated motion videos, to further enhance the generator. Extensive empirical evaluations show that MoVT performs favorably against prior state-of-the-art methods across multiple key metrics.
FOCI Policy: Focus on Object-Centric Interactions for Relational Manipulation Policies
Object-centric manipulation policies improve generalization by modeling object motion instead of directly predicting robot actions. However, existing methods are often limited by representations which are either too simplistic to capture interaction dynamics or too dense to learn efficiently. We observe that many rigid relational manipulation tasks are governed by short interaction phases where the relative motion between task-relevant objects is tightly constrained. Based on this observation, we propose \textsc{Foci Policy}, an interaction-centric framework that achieves a two-fold abstraction: (1) temporally, by automatically extracting compact interaction segments from demonstrations;(2) spatially, by representing skills as relative motion between task-relevant objects, yielding invariance to scene configurations and robot embodiment. Experiments on RLBench, COLOSSEUM, and real-world tasks show that \textsc{Foci Policy} achieves strong performance with substantially less training data than prior object-centric and action-centric policies. These results suggest that modeling object-object interactions provides a simple and efficient inductive bias for rigid relational manipulation. Project page: fitz0401.github.io/foci-page/.
ReMoMask-2: Latent Retrieval-Augmented Masked Motion Generation
Text-to-motion (T2M) generation maps natural language to human joint movements, aiding gaming, VR, and robotics. Retrieval-Augmented Text-to-Motion (RAG-T2M) improves generation on complex descriptions by conditioning on retrieved motion-text pairs. However, existing RAG-T2M models face two challenges: coarse-grained retrieval and fusion mechanisms overlook the hierarchical, spatial-temporal topology of human motion, and a representation gap exists because retrieved evidence resides in a semantic space separate from the generator's latents. To address the first, we present ReMoMask, a structure-aware RAG framework coupling Hierarchical Bidirectional Momentum (HBM) contrastive learning to align global and part-level features with text; Semantic Spatial-Temporal Attention (SSTA) for topology-aware fusion; and Topology Structured Masking (TSM) to force robust part-level grounding via adaptive masking. To address the second, we introduce ReMoMask-2, which rebuilds the retrieval database directly within the generator's pre-quantization latent space and aligns text queries via a distilled lightweight projector, allowing the generator to directly consume the retrieved motion's semantic content. Extensive experiments on HumanML3D, KIT-ML, and SnapMoGen demonstrate our retriever achieves state-of-the-art accuracy, while ReMoMask-2 attains the lowest FID on KIT-ML and SnapMoGen; notably, its single mask-transformer stage surpasses ReMoMask's full two-stage pipeline and delivers the fastest inference.
RoboTok: An Internet-Scale Data Engine for Human Demonstration Retrieval and Dexterous Manipulation Learning
Robot learning increasingly depends on broad and diverse demonstrations, yet collecting robot data remains expensive and poorly suited to covering the long tail of real-world tasks. To address this bottleneck, we introduce RoboTok, an internet-scale data engine that, given a query human manipulation video, retrieves manipulation-relevant human demonstrations from web videos for training dexterous robot policies. Specifically, we learn a latent motion space from 3D hand trajectories expressed in estimated actor-centered reference frames. This representation enables manipulation behaviors to be compared across variations in camera viewpoint, scene appearance, and actor occlusions, while remaining compact enough for efficient search and continual indexing over internet-scale video collections. We evaluate RoboTok against existing robot-data retrieval approaches on retrieval benchmarks and downstream robot policy performance. Our results show that RoboTok retrieves more relevant manipulation demonstrations and improves downstream task success, establishing hand-pose trajectory-aware retrieval as a way to make web video a scalable and continuously growing source of supervision for robot learning.
Puppeteer: Object-Grounded Posture-Aware Co-Speech Gesture Generation
Generating co-speech gestures that are temporally coherent, semantically aligned with speech, and grounded with surrounding objects remains challenging. Prior speech-driven gesture models emphasize audio-gesture alignment but do not explicitly account for posture constraints or surrounding objects, failing to capture the inherent correlation between body gestures and the physical space. We present Puppeteer, a posture-aware, object-grounded co-speech gesture diffusion model operating in a causal latent space. We decompose long gestures into structured primitives and learn a causal variational autoencoder that encodes them into temporally ordered latent tokens, each depending only on the past. We then perform conditional diffusion directly in the causal latent space, conditioning on speech signals, motion history, an initial posture reference, and object geometry to synthesize physically consistent gestures. This temporally ordered latent formulation enables explicit temporal control and supports tasks such as gesture in-betweening and gesture completion. To better assess co-speech gesture synthesis beyond existing measures, we introduce new evaluation metrics tailored to this task. We also created SceneGes, the first curated synthetic 3D dataset of embodied co-speech gestures and corresponding 3D objects, enabling object-grounded gesture generation. Experiments show that Puppeteer generates more diverse and temporally synchronized gestures than prior methods, while enabling object-grounded gesture synthesis.
BLARM: Animating 3D Objects from Video via Blending Latent Rigid Motion Primitives
We introduce BLARM, a feed-forward method for video-driven 3D mesh animation. Given a monocular video and a static object mesh, BLARM predicts a temporally coherent animated mesh whose motion follows the video. Rather than relying on explicit rigs or directly regressing high-dimensional vertex motion, we represent animation using a compact set of learned, time-varying rigid motion components and time-invariant vertex-to-component skinning weights. This yields a low-dimensional deformation space without requiring skeletons, cages, skinning weights, or rig annotations. Our architecture conditions geometry-derived deformation latents on video features through factorized spatial-temporal attention, then decodes rigid transformations blended by predicted skinning weights. Trained with trajectory reconstruction, entropy regularization, and motion-aware contrastive learning, BLARM produces accurate and temporally stable animations while recovering compact, interpretable motion structure from monocular video.
Motion-Saliency Complementary Masked Modeling for Point Cloud Video Understanding
Point cloud video representation learning is crucial for 3D dynamic scene understanding. In this paper, we propose MoSaiC, a novel Motion-Saliency Complementary masked modeling framework for self-supervised point cloud video representation learning. MoSaiC couples three components: Curriculum Motion-Saliency Masking (CMSM), which guides the masking process toward motion-salient tokens under a curriculum schedule; Normal-Flow Motion (NFM) modeling, which supervises the local rigid rotation of each token in the Lie algebra so(3) as an explicit geometric motion target; and Cross-view Token Consistency Prediction (CTCP), which enforces consistency between two complementary masked views at the token level. Together, these components allow MoSaiC to effectively capture both appearance and motion dynamics. Extensive experiments on multiple downstream tasks, including action recognition, temporal action segmentation, and point-level semantic segmentation, demonstrate the effectiveness of our approach.
MASQ: Mask-Aware Spatiotemporal Quantization for Unsupervised Skeleton Action Segmentation
Unsupervised skeleton-based temporal action segmentation is a crucial task for understanding human behavior in long untrimmed sequences. Recent approaches often rely on discrete quantization to discover action boundaries from motion representations. However, when spatial masking is introduced for representation learning, it can introduce representation ambiguity, while discrete quantization further amplifies small fluctuations in the latent space. The interaction between these two factors often leads to unstable code switching and severe temporal jitter near action boundaries.To address these limitations, we propose a novel Mask-aware Action Spatiotemporal Quantization (MASQ) framework. Our framework decouples the conflicting tasks of spatial feature inference and temporal smoothing.In the spatial dimension, we introduce a Joint-Level Structured Dropout (JLSD) mechanism that masks the entire temporal trajectory of selected joints, to encourage the model to learn discriminative inter-joint coordination patterns. In the temporal dimension, we design a mask-aware velocity loss that enforces motion consistency only on visible joints, that prevents gradient conflicts caused by masked signals and stabilizing temporal predictions. Extensive experiments on three widely used skeleton datasets, including HuGaDB, LARa, and BABEL, demonstrate that the proposed MASQ framework significantly outperforms existing state-of-the-art unsupervised methods. In particular, our model establishes a comprehensive and substantial leading advantage in the Mean over Frames accuracy.
SignRR: Retrieve and Refine Real Motion for Sign Language Production
Sign language production (SLP) aims to generate continuous signing motion from spoken language, often through gloss-to-pose generation. Prior work mainly follows two paradigms. Generative models synthesize motion from a learned prior or from noise, without reference to an observed signing instance, making rare hand configurations and signer-specific articulation difficult to preserve. Retrieval-based methods reuse real, well-articulated motion segments, but concatenating segments from different signers and co-articulation contexts can introduce rhythm and style inconsistencies across the full sequence, not only at segment boundaries. These limitations suggest a complementary solution: use retrieval to provide realistic articulation, and use learned refinement to impose the global coherence that retrieval alone lacks. We therefore propose retrieve-and-refine, a paradigm that starts from real retrieved motion and refines it into a globally coherent signing sequence rather than generating motion from scratch. Our framework, SignRR, initializes motion from a dictionary of real sign segments and refines the full sequence with a part-aware Residual VQ-VAE, where residual quantization preserves fine hand articulation and temporal length differences are handled in the latent space. Experiments on PHOENIX14T and CSL-Daily show that SignRR achieves state-of-the-art back-translation performance while maintaining competitive pose quality.
Beyond Simulated Benchmarks: Evaluating Motion Representations for Fall Detection Under Real-World Data Scarcity
Falls are a major health concern for older adults, and wearable sensors have been widely explored for detecting falls and enabling timely intervention. However, real-world falls are extremely rare: collecting 100 of them requires an estimated 100,000 days of monitoring, resulting in severely limited labelled data for training machine learning models. Consequently, many approaches rely on simulated datasets, often reporting high laboratory performance but limited real-world generalisation. We present a systematic evaluation of motion representations for wearable fall detection under real-world data scarcity. Using accelerometer signals, we compare interval-based, kernel-based, symbolic, and foundation model representations. As an interpretable baseline, we additionally investigate a lightweight symbolic representation that converts short motion segments into symbolic sentences augmented with physically-grounded impact descriptors. Experiments use FallAllD, a simulated falls dataset, and FARSEEING, a clinically verified real-world falls dataset. Through cross-validation, controlled data scarcity, and cross-dataset transfer, we examine how representation choices affect robustness under realistic deployment. Our results reveal that highly parameterised kernel and foundation models excel on simulated data but degrade severely under both data scarcity and domain shift. Although the interval-based representation achieves the strongest absolute real-world performance, augmenting a symbolic representation with physically-grounded impact descriptors yields the smallest degradation under domain shift and retains detection sensitivity under extreme scarcity, albeit at lower precision. These findings highlight the importance of evaluating beyond simulated benchmarks and show that representation choice is critical for deployable fall detection given the scarcity of real-world data.
Motion Beyond Morphology: Bootstrapping Cross-Category Motion Transfer from Abstract Motion Representations
Video motion transfer aims to animate a target object using dynamics from a reference video. Existing formulations largely rely on fixed structural correspondence, which becomes ill-defined when reference and target objects differ substantially in morphology, articulation, or deformation mechanisms. We introduce Motion Beyond Morphology, a perspective that seeks to transfer motion beyond fixed structural correspondence, by preserving dynamics that remain meaningful across different target morphologies. To realize this, we propose a two-stage framework. StageI learns complementary multi-granularity abstract motion views and uses them to bootstrap cross-category video pairs that preserve transferable dynamics across diverse morphologies. StageII internalizes this supervision into direct reference-video-conditioned generation, removing the need for explicit motion extraction at inference. We further introduce OpenVMT-Dataset and OpenVMT-Bench for training and evaluating image- and text-conditioned motion transfer across Same, Near, and Far category gaps. Extensive experiments demonstrate state-of-the-art motion fidelity and target preservation. Project page: https://miniz233.github.io/MotionBeyondMorphology/
MoRAE: Flow-Friendly Self-Supervised Latents for Text-to-Motion Generation
Text-to-motion generation must produce motions that are semantically correct, temporally coherent, and physically plausible. A natural approach is to first project motion data into a structured semantic space and then train a generative model within that space. Such a paradigm has been highly successful in image generation through Representation Autoencoders (RAEs), where a frozen self-supervised encoder provides semantic features for diffusion or flow models to learn from. However, direct transfer of such a paradigm to motion space using Motion-JEPA as the frozen encoder fails dramatically. We diagnose this failure geometrically and identify two motion-specific bottlenecks: (1) the JEPA feature space is spectrally ill-conditioned, making the Gaussian-to-data transport unstable; and (2) even with a well-conditioned spectrum, flow residuals tend to align with decoder-sensitive directions, where small latent errors are amplified into large motion artifacts after decoding. Based on these insights, we propose MoRAE. MoRAE addresses the two bottlenecks separately. A compact bottleneck distills the structured JEPA representation while removing weak and redundant directions, bringing the latent spectrum into a transport-stable regime. Motion-coupled training then aligns the retained latent geometry with the decoder, making characteristic flow errors less costly after decoding. With this flow-friendly latent, a standard non-autoregressive Flow-Matching DiT achieves state-of-the-art performance.
MUGEN: A Unified Framework for Efficient Motion Understanding and Generation
Grounding human motion in language, and language in motion, is a central step toward physical AI systems that can understand, generate, and communicate human behavior. Unified motion--language systems first coupled the two directions through a shared discrete motion codebook, but quantization limits generation quality. The strongest generators buy quality back at growing cost: stacked residual codebooks enlarge the representation; masked decoding stages, long autoregressive rollouts, and denoising chains of tens to hundreds of steps stretch inference; even the continuous-latent designs among them reach their latent only through an iterative diffusion head; and none of this decoding machinery serves understanding. We therefore propose MUGEN, a unified motion--language framework that pays neither cost: no codebook, one draw. A single adaptive-length autoencoder compresses any-length motion into a few continuous latent slots, the system's only motion representation: the language model generates them for text-to-motion and reads them back for motion understanding. Depth-routed hidden states let each slot read from the transformer depth it needs, and a calibrated head predicts a joint distribution over the full latent set, so a single draw carries the text-conditional, cross-slot variation a description permits. At a decoding cost of K language-model steps, one draw, and one decoder pass, MUGEN leads language-model baselines on FID on HumanML3D while raising retrieval precision above the real-motion reference under the standard evaluator, achieves the best CIDEr and BLEU@4 scores, and surpasses the discrete-token state of the art on every retrieval and alignment metric on SnapMoGen.
MIME: Multimodal Interactive Motion Encoder
Text-motion representation learning has advanced rapidly, with growing interest in multi person interactions for animation, AR/VR, and embodied AI. These settings require representations that align language with both individual actor dynamics and the relationships between actors. We introduce the Multimodal Interactive Motion Encoder (MIME), which, to our knowledge, represents the first dedicated multimodal encoder designed specifically for two person interactive motion. MIME captures individual and shared structure using stream based co-attention with explicit interaction features and curriculum based contrastive training. On Inter-X text-motion retrieval, MIME consistently outperforms early and late fusion baselines across gallery sizes, achieving a 12.8% relative improvement in text-to-motion R@1 at a 2,000-sample gallery. We further evaluate MIME as a frozen auxiliary prior within TIMotion and InterMask on the unseen InterHuman dataset. MIME improves semantic alignment metrics while maintaining comparable FID in TIMotion. These results show that interaction aware multimodal encoding improves multi person motion retrieval and transfers across datasets to support downstream motion generation.
Inertia-1: An Open Exploration of Wearable Motion Foundation Models
Wearable motion sensing provides a continuous and scalable window into human behavior and health, making it a natural fit for foundation models, yet its pretraining and scaling principles remain poorly understood. Prior work studies isolated design choices, such as sensor placement or sampling frequency, often under fixed settings and narrow downstream tasks that fail to capture real-world sensing diversity. We introduce Inertia-1, a fully open exploration of wearable motion foundation models. Using massive corpora of accelerometer data from global sources spanning more than 18.2M hours, we build a controlled framework for studying the full lifecycle of wearable motion foundation models, covering data choices such as sensor modality, device placement, sampling rate, window length; model choices such as architectures and model size; and training choices such as pretraining objective and data scale. Extensive evaluations across 15 datasets spanning human activity recognition, freezing-of-gait detection, and disease prediction reveal intriguing findings for building motion foundation models that generalize across tasks and sensing conditions. Collectively, Inertia-1 not only presents state-of-the-art recipes for diverse downstream tasks, but also serves as a comprehensive, practical, and open cookbook for wearable motion representation learning.
Geometry-Aware Motion Latents for Learning Robust Manipulation Policies
Learning motion latents for robotic manipulation heavily relies on extracting motion patterns from visual sequences, yet effective action abstractions require understanding three-dimensional geometric transformations. Here, we introduce GeoMoLa (Geometry-Aware Motion Latents), which learns discrete motion latent codes by predicting how point clouds evolve during manipulation rather than reconstructing visual observations. This four-dimensional objective -- spatial geometry changing through time -- forces latent representations to encode actual physical motion rather than appearance patterns. GeoMoLa achieves state-of-the-art performance using only single-view RGB-D input, while existing methods require multi-view reconstruction, succeeding across diverse manipulation benchmarks. Our ablations reveal that geometric prediction is the key to driving performance, quantitatively validating that manipulation depends on spatial understanding. Furthermore, the learned codes exhibit effective motion abstraction: applying them to novel scenes produces physically consistent transformations regardless of visual context. Our real-world experiments also confirm this robustness capability, achieving robust manipulation with minimal demonstrations in cluttered environments where geometric reasoning determines success. Thus, we demonstrate that effective motion latents for robot control can better emerge from understanding motion through its three-dimensional effects rather than pixel-level patterns.
SAMoR: Motion Modelling for Articulated Objects of Any Skeleton and Topology
Modeling motion for articulated objects of arbitrary skeleton topology remains difficult: existing motion generators target a fixed human skeleton, and prior adaptations either fail to share a vocabulary across rigs or discard motion detail through global pooling. Our key observation is that while joint-level motion does not correspond cleanly across species, motion of functional joint groups does: a human arm, a wolf foreleg, and a bird wing share motion structure despite differing joint counts and connectivity, a correspondence that joint names (e.g., "forearm", "wing_L1") partially expose even when topology does not. We introduce SAMoR (Skeleton-Aware Motion Representation for Articulated Objects), a cross-topology motion representation that encodes each motion segment as a small fixed number () of part tokens shared across arbitrary skeletons. A graph-transformer encoder consumes per-joint motion features, kinematic graph structure, and joint-name embeddings, then compresses them into part-level tokens via cross-attention pooling and residual vector quantization, yielding a discrete motion codebook shared across rigs. To keep the part queries from collapsing into redundant global representations, we introduce a topology-agnostic attention supervision loss, with joint-name dropout to reduce over-reliance on text labels. We curate a heterogeneous corpus from HumanML3D, Truebones Zoo, and animated Objaverse-XL assets, and evaluate SAMoR on held-out characters with unseen skeletons. It supports accurate reconstruction and cross-topology transfer, and enables text-conditioned generation and part-wise editing via a MaskGIT token generator. SAMoR reaches normalized MPJPE on cross-topology reconstruction, below the strongest adapted variable- tokenizer baseline, while remaining competitive with fixed-skeleton specialists on HumanML3D.
FrameONE: Hierarchical Motion Modeling for Universal Multi-View Echocardiographic Keyframe Detection
Accurate detection of end-systole (ES) and end-diastole (ED) frames is fundamental to echocardiographic assessment. Existing methods are typically developed in a view-specific manner, depend on auxiliary annotations or intensive visual modeling, which limits their generalizability. In multi-view modeling, keyframe detection is driven by shared cardiac motion, yet large appearance differences and motion patterns make unified modeling challenging. To address these issues, we propose FrameONE, a unified end-to-end framework for multi-view echocardiographic keyframe detection. FrameONE introduces a Hierarchical Motion Modeling strategy: an intra-view multi-task learning reduces appearance bias and promotes motion-focused representations within each view; an inter-view general motion learning module further separates view-agnostic dynamics from view-specific patterns, enabling shared yet flexible motion representation learning across views. Extensive experiments on 25,872 videos spanning four standard views demonstrate that FrameONE achieves state-of-the-art keyframe detection accuracy with strong cross-view generalization. Code is available at https://github.com/szuboy/FrameONE.
AnyBody: Free-Form Whole-Body Humanoid Control from Arbitrary Keypoint Guidance
We present AnyBody, a unified whole-body humanoid controller driven by an arbitrary subset of body keypoints chosen at deploy time. Prior physics-based trackers either rely on expensive full-body motion capture and error-prone trajectory retargeting, which bottleneck scalable data collection and policy learning, or decompose upper- and lower-body control into separate hierarchical representations, sacrificing the coordinated whole-body motions that loco-manipulation requires. We close this gap by learning a single latent motion representation that any keypoint subset can address. To achieve this, we first train a privileged teacher tracker on a large unstructured motion corpus and distill it online into a deterministic encoder-decoder student whose latent space is a unit sphere. We then train a transformer keypoint encoder that admits any subset of body keypoints through masked self-attention, aligning it to the privileged latent. Additionally, we treat the frozen decoder as a motor prior and specialize downstream tasks with a lightweight residual corrector in the latent space. We demonstrate the effectiveness of AnyBody by tracking large-scale human motions from arbitrary keypoint subsets, free-form control, flexibly teleoperating, and learning downstream behaviors including locomotion, in-air writing, and obstacle-reach.
T-MOR: Learning Motion-Aware Skeleton Representations for Human Action Recognition
Vision-language models such as CLIP have recently achieved strong performance on a wide range of visual understanding tasks. However, most existing models rely primarily on appearance-level supervision from images or videos, and do not explicitly model human motion, which is essential for fine-grained and human-centric action recognition task as actions are defined by temporally structured and physically grounded body movements. To address this problem, we propose Transferable skeleton MOtion Representation (T-MOR), a motion-aware framework that learns transferable action representations from skeleton sequences with the aid of video and language supervision during training. T-MOR adopts a multi-modal contrastive learning scheme that aligns skeleton motion with visual and textual representations, while performing inference using only lightweight skeleton inputs. To support large-scale pre-training, we construct PoseCap-1M, a new dataset that contains over one million synchronized video, skeleton, and text triplets covering diverse human activities. We evaluate T-MOR on a range of human-centric action recognition benchmarks, including action classification and frame-wise temporal detection. Experimental results show that T-MOR consistently improves performance across multiple datasets, such as Toyota Smarthome, Penn Action, UAV-Human, TSU, and Charades. In addition, T-MOR demonstrates strong generalization ability in few-shot and zero-shot settings, highlighting the effectiveness of motion-centric and embodied representations for transferable action understanding.
MotionPyramid: Hierarchical Motion Representation and Residual Interfaces
We ask whether the representational hierarchy seen in perception, from local primitives such as edges to higher level structures such as parts and objects, can be established for motion. In humanoid control, low level actions specify immediate motor commands, while meaningful behavior is organized over longer temporal scales, including contacts, gait fragments, balance recovery, reaching, and whole body skills. We introduce MotionPyramid, a hierarchical action representation that learns such structure from motion data. Starting from a motion tracking teacher, it trains a recursive stack of latent decoders: low level latents decode to immediate full body motor commands, while higher level latents unfold through lower levels into temporally extended motion programs. After pretraining, the hierarchy is frozen and reused by downstream reinforcement learning policies as a family of action interfaces at different control resolutions. Experiments show the learned levels form a motion hierarchy: coarser interfaces improve early learning and motion regularity by constraining exploration to structured segments, while finer interfaces preserve feedback control and final task precision. Representation probes show the hierarchy supports traversal, interpolation, transition, and qualitative composition, exposing editable control handles across temporal scales. Finally, we introduce Residual Interfaces, letting a downstream policy maintain coarse, segment level, and frame level residual commands through the frozen hierarchy. Analogous to residual or skip connections in deep networks, this allows coarse motion programs and fine residual corrections to coexist within one controller. MotionPyramid shows that motion, like perception, can be organized into a reusable multi level representation, providing structured abstraction without sacrificing controllability.
Perfect Demo Makes Poor Teacher: Learning Robust Alignment from Critical Motion Segments
Expert demonstrations are widely assumed to be the gold standard for robot imitation learning. Yet for fine-grained manipulation such as insertion, stacking, and alignment, we uncover a counterintuitive failure mode: fluent demonstrations can be poor teachers. A skilled teleoperator compresses the decisive moments of alignment and recovery into a brief temporal window, leaving the policy flooded with redundant free-space motion and starved of supervision exactly where precision determines success. We address this bottleneck at two levels. At the data level, slowing down near alignment and resampling critical segments both help, yet the gain comes mainly from broadening the coverage of recovery states the policy must learn, not from reweighting frames it already has. Such data-side fixes, however, leave the policy's per-frame view untouched: a single image still maps directly to an action, and the local motion that governs correction stays implicit. We therefore turn to the representation level and introduce STAIR (\textbf{S}patio-\textbf{T}emporal feature \textbf{A}s an \textbf{I}nterface for \textbf{R}obot learning), a compact dynamic feature that bridges the vision-language model and the action expert, distilling the short-horizon motion already recorded in each trajectory into dense, motion-aware supervision. Trained on fluent data alone, STAIR recovers most of the deliberate-demonstration gain ( to overall, approaching the of deliberate demonstrations). These results call for a more pedagogical view of robot data, optimized for machine learnability rather than human efficiency alone.
Decoupled Motion Representation Learning for Moving Infrared Small Target Detection
Infrared small target detection in dynamic scenes remains challenging due to the highly coupled motions among targets, imaging platforms, and dynamic backgrounds. Existing multi-frame methods usually perform implicit temporal modeling, where coherent background dynamics dominate motion correspondence learning, leading to an inherent trade-off between detection and false alarms. In this work, we observe that background motions exhibit strong global coherence, whereas small targets mainly correspond to sparse local motion anomalies. Moreover, many false-alarm responses maintain high consistency with globally coherent motion patterns, indicating that they mainly originate from coherent background dynamics rather than genuine target motions. Based on these observations, we propose a decoupled motion representation learning framework for moving infrared small target detection. Specifically, an explicit motion branch is introduced to model globally coherent motion dynamics using pretrained optical flow priors, together with a structure-preserving self-supervised adaptation strategy for infrared motion correspondence learning. Meanwhile, an implicit motion branch based on deformable feature alignment is designed to capture target-sensitive local motion anomalies under coherent motion guidance. Furthermore, a coherent-motion-guided local anomaly reasoning module is proposed to identify and suppress coherent-motion-induced false responses during localized motion modeling. Extensive experiments on two challenging infrared small target detection benchmarks demonstrate that the proposed method consistently outperforms existing state-of-the-art approaches, particularly in dynamic scenes with complex motions, while maintaining favorable inference efficiency.
MotionVLA: Vision-Language-Action Model for Humanoid Motion
Generating realistic humanoid motion from scene images and text involves both low-frequency pose semantics and high-frequency physical dynamics. However, many existing methods tokenize motion with a single shared codebook, forcing heterogeneous motion signals into the same quantization space. Our frequency-domain analysis of human motion data reveals a clear mismatch between single-codebook quantization and motion statistics: five DCT coefficients capture 93% of joint-position energy but only 37% of joint-velocity energy, which can bias quantization toward pose statistics and under-represent high-frequency velocity components. A second challenge lies in adapting a standard autoregressive model to effectively model high-frequency physical signals in motion sequences. Therefore, we propose DSFT, a dual-stream frequency tokenizer that separates motion into Base and physical streams and compresses them independently with DCT truncation and BPE. Furthermore, we present MotionVLA, a Qwen3.5-based model that arranges Base and physical tokens in a unified sequence, where Phys tokens are predicted after Base tokens. Experiments on HumanML3D and MBench show that, despite using a lightweight 2B backbone, MotionVLA reduces the Diversity gap to real data by over 50% on HumanML3D and improves Motion-Condition Consistency by 3.8% on MBench, supporting frequency-aware dual-stream decoupling as an effective formulation for autoregressive motion generation. Code: https://github.com/AIGeeksGroup/MotionVLA. Website: https://aigeeksgroup.github.io/MotionVLA.
: A Scalable 3D Interaction-Trace World Model
World models that capture how actions induce physical change enable scalable robot learning without reliance on embodiment-specific action labels. Pixel-space video models provide broad visual priors but expend model capacity on dense appearance reconstruction, while direct action models require embodiment-specific labels that hinder scalability. We present , a scalable world model based on 3D traces. Rather than predicting dense pixels or directly modeling actions, forecasts smooth 3D trajectories for salient interaction points such as objects, tools, hands, and contact regions, yielding a compact, embodiment-agnostic motion interface. To enable training from diverse video sources, our TraceExtract system automatically extracts 3D supervision by selecting keypoints, constructing globally aligned traces, and associating motion segments with hierarchical language captions. This TraceExtract supervision pretrains by combining a pretrained vision-language backbone with a modular trace expert, which represents each query via B-spline control points and predicts future traces. Experiments show that outperforms baselines in both 2D and 3D trace prediction, including trace prediction models and tokenized VLM methods. Because is frozen and reusable, it can be paired with action experts for downstream robot embodiments. Despite action-free pretraining, the resulting trace-conditioned policies achieve performance competitive with VLA models pretrained with action supervision, such as . These results establish 3D traces as a scalable and transferable representation for cross-embodiment manipulation.
TopoCap: Learning Topology-Agnostic Motion Priors for Monocular Video-to-Animation
The explosion of generative 3D assets has created a massive demand for animation, yet current motion capture methods remain brittle, restricted to species-specific templates (e.g., SMPL) or requiring labor-intensive manual rigging. We introduce TopoCap, the first unified framework capable of extracting motion from monocular video and retargeting it onto characters with arbitrary, unseen skeletal topologies, i.e., from bipeds to hexapods and inanimate objects, without test-time optimization. Our key insight is that while skeletal structures are combinatorial and discrete, the underlying physics of motion occupy a continuous, low-dimensional manifold. We materialize this insight via a two-stage generative pipeline. First, we learn a Universal Motion Manifold using a Graph CVAE that compresses heterogeneous kinematic chains into a shared, fixed-length latent code. By explicitly conditioning the decoder on a structural embedding of the target rig, we disentangle motion dynamics from skeletal topology. Second, we treat video-to-animation as a conditional flow matching problem, predicting these topology-agnostic codes from visual features. To learn this generalized prior, we introduce Mobjaverse, a massive-scale dataset curated from Objaverse-XL. Comprising over 5,000 unique skeletal topologies and 2 million frames, it exceeds the structural diversity of existing datasets by two orders of magnitude. Extensive experiments demonstrate that \MethodMotion outperforms specialist models on human and quadruped benchmarks while enabling zero-shot retargeting for the long tail of 3D creatures. Dataset is publicly available at https://huggingface.co/datasets/duckduckplz/Mobjaverse.
PHASOR: Phase-Anchored Universal Action Representations for Humanoid Embodiments
Learning a good action embedding space is fundamental to scalable robot policy learning, yet existing methods treat action latents as task-specific intermediates rather than first-class representations. The resulting latents are unstructured, embodiment-specific, and weakly tied to motion semantics, limiting interpretability, controllability, and transferability across robots. We position the action embedding space itself as a first-class design target, with downstream policy quality emerging from representation quality. Exploiting motion's intrinsic periodicity, we factorize it into a phase manifold that captures cyclic structure via FFT-parametric coefficients, together with a pose branch that conditions the manifold on non-periodic configuration detail. Combined with motion-semantic distillation, this factorized structure yields a cross-embodiment motion manifold that is interpretable and embodiment-agnostic by design. Anchoring multiple humanoid robots to a shared human-pretrained manifold then produces a unified action embedding space across diverse platforms, achieving strong cross-embodiment retrieval and consistent gains on downstream robot tasks.