Motion Representation Learning

Overview

Motion representation learning studies how to encode movement from sources such as body skeletons, wearable sensors, point trajectories, and human–object interactions so models can recognize, predict, generate, or control motion. Approaches range from discrete motion tokens and continuous latent spaces to geometric, graph-based, and frequency-aware representations, trained with masked prediction, contrastive learning, or temporal prediction. Language and video supervision increasingly connect these encodings to semantic descriptions and robot actions, while diffusion and flow-matching models use them for tasks such as text-to-motion generation and motion completion. A central challenge is balancing compact, efficient representations with fine-grained dynamics and meaningful semantics, while ensuring transfer across datasets, body shapes, sensor setups, and real-world conditions.

Latest papers

169 papers49 papers in the last four weeks, up 58% on the four weeks before. 0.3% of all new papers.

Aug 24, 2026

Progressively Learning Heterogeneous Skills in a Unified Latent Space

We propose HetSkills, a novel framework designed to progressively learn heterogeneous skills within a unified latent space for physics-based character control. The core idea is to treat this latent space as a shared executable interface, enabling seamless integration of skills learned from diverse data sources, supervision forms, and tasks. HetSkills begins by learning a tracking skill that establishes a strong foundation in motion control and creates a shared motion decoder, which can be reused across tasks without the need for retraining or separate controllers. To prevent the text-to-motion skill from exploiting shortcut pathways instead of learning language semantics, we introduce motion intuition distillation to ground text-to-motion generation in language semantics and a task-guidance module that dynamically adjusts actions based on high-level language instructions. This enables HetSkills to preserve natural motion while continuously expanding its skill repertoire, making it highly adaptable for long-horizon tasks. Experimental results demonstrate the effectiveness in motion tracking, text-to-motion generation, motion completion, and downstream task adaptation, achieving impressive success rates even under challenging conditions.
Aug 24, 2026

Motion-Based Tokenization for Cross-Dataset Egocentric Gaze Modeling

Gaze is increasingly used as an input signal for vision and multimodal models, yet no consensus exists on how to represent it across datasets. Raw traces preserve detail but are noisy and device-dependent, while coarse event labels are easy to model but can discard local motion structure. We formulate event-aligned, fixed-horizon angular displacement as an interpretable, event-conditioned motion vocabulary and compare it with event-only, spatial, absolute-angle, learned vector-quantized, and continuous representations. To assess transfer alongside target predictability and token collapse, our evaluation combines next-token prediction with target-domain regret, low-order target references, paired bootstrap, order sensitivity, motif overlap, and frozen structural probes. In an event-aligned headset benchmark, angular-motion tokens have lower target-domain regret than frozen-codebook VQ tokens in one transfer direction, while the reverse direction is inconclusive. The probes reveal complementary representation properties, and event-only tokens show that low perplexity can retain little motion information. On a third egocentric dataset, a matched comparison of I-VT, native, and frame-span interfaces shows that event construction materially changes transfer: native events have the lowest regret into EGTEA, while frame-span events have zero motif overlap and fail severely as a source. Motion-based tokenization therefore provides a compact representation for event-aligned egocentric gaze streams, while the evaluation identifies how target predictability and event construction shape cross-dataset conclusions.
Aug 23, 2026

EMPIRE: Explicit Manipulation Planning as a Learnable Intermediate Representation for Egocentric Hand-Motion Forecasting

Forecasting dexterous hand motions from egocentric observations is fundamental to intelligent interactive systems. Existing VLM-based methods typically map observations directly to future motions, overlooking the underlying manipulation process that governs hand-object interactions. Moreover, end-to-end optimization couples manipulation learning with motion synthesis, causing motion-generation gradients to interfere with the pre-learned manipulation-aware representations. To overcome these limitations, we propose EMPIRE, a two-stage framework that introduces Explicit Manipulation Planning as an Intermediate Representation for Egocentric hand-motion forecasting. Stage I: Learn to Plan. EMPIRE first learns explicit manipulation plans from multimodal context to capture the progression of hand-object interactions. Stage II: Learn to Act. A motion generator synthesizes future bimanual hand motions conditioned on frozen planner representations, preventing motion-generation gradients from affecting manipulation planning. To support our method, we further construct EMPIRE-651K, a bimanual hand-motion forecasting dataset comprising 650,910 training windows across 111 tasks, each paired with an explicit per-hand manipulation plan. Under identical training and evaluation protocols, EMPIRE achieves state-of-the-art forecasting accuracy, with an MPJPE of 84.53 mm and a finger-relative error of 38.97mm. We release the code and dataset at https://github.com/wangwen-banban/EMPIRE.
Aug 23, 2026

LD4WAM: Learning Latent Dynamics from Human Videos for World Action Models

Human video is playing an increasingly central role in training World Action Models (WAMs), owing to its diversity and low collection cost relative to teleoperated robot data. However, most WAMs learn from such video only by predicting pixel-level future frames, giving dynamics that are not directly actionable, whereas motion retargeting recovers directly actionable actions but leaves a large visual gap across embodiments. We therefore propose motion-aligned latent dynamics as an embodiment-agnostic representation to bridge video priors and low-level actions. We further present LD4WAM, which pairs a Latent Dynamics Model trained with semantic reconstruction and real motion alignment with a World Dynamics Action Model built as a mixture-of-transformers (MoT), which preserves full future-video generation and uses learnable queries to distill these latent dynamics from generated futures for action conditioning. Pretrained on our curated unified dataset of over 5{,}000 hours of human and robot data, LD4WAM performs strongly in RoboTwin simulation and on real robots equipped with both grippers and dexterous hands, while generalizing well to unseen objects and backgrounds.
Aug 23, 2026

TransHands: Repurposing Human Pose Encoders as Hand Pose Encoders

Lifting 3D hand poses from 2D monocular representations remains challenging due to the limited availability of large-scale, diverse 3D-annotated hand datasets, in contrast to the abundance of human body motion data. We address this limitation by transferring motion representations learned from large body pose corpora to the hand domain. We introduce TransHands, a backbone-agnostic transfer learning framework that enables pre-trained human motion encoders to be effectively adapted for 3D hand pose estimation from 2D pose inputs. Rather than training hand-specific biomechanical models from scratch, TransHands combines a two-stage training and fine-tuning strategy with a lightweight hand-specific input adaptation module that aligns hand kinematics with the representation space learned for full-body motion. We evaluate TransHands across four state-of-the-art motion modeling architectures, including transformer-based, graph-based, and frequency- domain models. Results demonstrate that motion priors learned from body pose data transfer consistently across architectures, yielding consistent accuracy gains, strong cross-domain generalization, particularly in challenging egocentric settings, and applicability for downstream tasks in real-world contexts.
Aug 19, 2026

DyG2^2T: Modeling Object Dynamics with 3D Gaussian Temporal-Spatial Particle Graph Transformer

Modeling object dynamics from limited visual observations is a fundamental problem for enabling accurate motion trajectory prediction in embodied interaction scenarios. Existing dynamics modeling methods first compress reconstructed particle representations into sparse Key Points and model their evolution using locally constrained interactions, thereby discarding fine-grained local details and obscuring discriminative interaction modeling across spatial and temporal scales, leading to drifting trajectories and inaccurate appearance prediction. To tackle these issues, we propose DyG2^2T, a dynamics modeling framework that infers object motion trajectories by spatially completing and temporally discriminating Key Point representations and modeling multi-scale interaction over particle graphs. Spatially, DyG2^2T enriches each Key Point by aggregating neighboring raw particle positions to recover fine-grained local details, while explicitly encoding relative offsets among Key Points to enhance geometric structure perception. Temporally, we introduce a Temporal Disentangling Network (TDN) to identify dominant cross-frame variations in latent space and amplify inter-frame differences, yielding temporally discriminative representations that are subsequently aggregated via Temporal Attention to capture frame-wise temporal evolution cues. For comprehensive interaction modeling, a Particle Graph Transformer leverages global attention to preserve discriminative long-range dependencies among Key Points, mitigating representation homogenization induced by locality-constrained modeling and providing a robust basis for accurate trajectory prediction. Experiments on both synthetic and real-world datasets demonstrate that DyG2^2T achieves accurate dynamics modeling and reasoning, and exhibits strong cross-object and real-world generalization.
Aug 17, 2026

A Plug-and-Play 2D Motion Interface for Real-World Motion Language Models

Motion Language Models (MoLMs) typically understand human motions by tokenizing 3D motion and processing the resulting tokens using a language model. However, obtaining accurate 3D motions from monocular videos is challenging, limiting their real-world applicability. To address this issue, we introduce a plug-and-play 2D Motion Interface that enables 3D-pretrained MoLMs to accept 2D motion inputs without modifying or fine-tuning the original models. Experiments on public datasets show that our method achieves performance comparable to 3D motion inputs across multiple MoLMs and outperforms training MoLMs from scratch on 2D motions. We further construct a monocular real-world video motion evaluation dataset and introduce a real-video adapter, demonstrating the usefulness of 2D motions over 3D motions under the evaluated monocular pose-estimation setting. These results suggest that 2D motion provides a practical interface for deploying MoLMs in real-world motion understanding settings. Code is available at https://github.com/irajisamurai/2D-Motion-Interface.
Aug 15, 2026

HOIMask: Towards Generative Masked Modeling for Human Object Interaction Generation

Diffusion-based methods have dominated the HOI generation, as they enable critical contact fusions or signals to guide the diffusion process. However, they often result in high artifacts and unstable interaction quality due to error accumulation during iterative denoising. In this work, we propose HOIMask, the first generative masked framework for modeling HOI motion in discrete space. HOIMask first encodes both motion sequences and contact-aware signals into discrete 2D human and object token maps via HOI Vector Quantization (VQ), preserving fine-grained spatial-temporal structure beyond conventional 1D representations. On this basis, a generative masked modeling framework is employed to jointly capture human-object interaction dynamics, leveraging a transformer architecture designed to model complex spatial-temporal and interaction dependencies. To generate more coherent and physically plausible motions, we further introduce a novel contact-aware reconstruction guidance in discrete space during inference, which fuses contact signals to optimize HOI tokens that forces the generated motion with higher spatio-temporal consistency. With craftily designed motion interaction tokens, dedicated architecture and guidance strategy, HOIMask outperforms state-of-the-art diffusion-based methods, generating more realistic and semantically aligned HOI motions. Please refer to https://jyhflash.github.io/HOIMask/ for more results.
Aug 13, 2026

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.
Aug 3, 2026

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/
Jul 31, 2026

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.
Jul 30, 2026

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.
Jul 18, 2026

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.
Jul 7, 2026

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.
Jul 6, 2026

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.
Jul 2, 2026

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 (K=8K=8) 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 2.75×10−22.75 \times 10^{-2} normalized MPJPE on cross-topology reconstruction, 5.8×5.8\times below the strongest adapted variable-JJ tokenizer baseline, while remaining competitive with fixed-skeleton specialists on HumanML3D.
Jul 1, 2026

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.
Jun 28, 2026

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.
Jun 19, 2026

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.
Jun 15, 2026

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.
Jun 14, 2026

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 (Spatio-Temporal feature As an Interface for Robot 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 (50.050.0 to 62.2%62.2\% overall, approaching the 64.4%64.4\% of deliberate demonstrations). These results call for a more pedagogical view of robot data, optimized for machine learnability rather than human efficiency alone.
Jun 13, 2026

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.
Jun 13, 2026

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.
Jun 11, 2026

μ0μ_0: 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 μ0μ_0, a scalable world model based on 3D traces. Rather than predicting dense pixels or directly modeling actions, μ0μ_0 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 μ0μ_0 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 μ0μ_0 outperforms baselines in both 2D and 3D trace prediction, including trace prediction models and tokenized VLM methods. Because μ0μ_0 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 π0π_0. These results establish 3D traces as a scalable and transferable representation for cross-embodiment manipulation.
Jun 10, 2026

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.
Jun 1, 2026

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.
May 21, 2026

The TIME Machine: On The Power of Motion for Efficient Perception

Video representation learning has seen tremendous progress in recent years. This has been driven by many factors, including the scale of training and the success of self-supervised models trained on next-frame prediction. While these factors have pushed the boundaries of what video models can do, they also introduce their own set of limitations. First, scaling video models can reach prohibitive costs, with recent models needing hundreds of years of video to be trained. Second, learning to predict the next frame (or embedding of the frame) naturally focuses on spatial information and as a result, video models still struggle with temporal understanding. In this paper we propose a novel approach that uses motion as a modality to alleviate both of these core issues. Given the motion in a video in the form of point tracks, we mask some of the tracks and use a masked autoencoder to reconstruct the missing tracks. This allows us to learn a representation in a self-supervised manner which we call TIME (Temporally-Informed Motion Embedding), and is focused on capturing temporal information. Also, as motion is inherently appearance-invariant, TIME needs far fewer examples to generalize well. As a result, without bells and whistles, on temporal tasks TIME performs on par with state-of-the-art models, using up to 4 orders of magnitude less training data. For general tasks, TIME can be used in combination with existing representations, and we observe that it leads to a significant improvement for V-JEPA 2, RVM and VideoMAE on standard benchmarks such as SSV2, EgoExo4D and Diving48. These results point to a new promising video paradigm for both more temporally-aware as well as more scalable models.
May 21, 2026

AnyMo: Geometry-Aware Setup-Agnostic Modeling of Human Motion in the Wild

As wearable and mobile devices become increasingly embedded in daily life, they offer a practical way to continuously sense human motion in the wild. But inertial signals are highly dependent on the sensing setup, including body location, mounting position, sensor orientation, device hardware, and sampling protocol. This setup dependence makes it difficult to learn motion representations that transfer across devices and datasets, and limits the broader use of wearable IMUs beyond closed-set recognition. We introduce AnyMo, a geometry-aware framework for setup-agnostic human motion modeling. AnyMo uses physics-grounded IMU simulation over dense body-surface placements to generate diverse and plausible synthetic signals, pre-trains a graph encoder from paired synthetic placement views and masked partial observations, tokenizes multi-position IMU into full-body motion tokens, and aligns these tokens with an LLM for motion-language understanding. We evaluate AnyMo on three complementary tasks: zero-shot activity recognition across 14 unseen downstream datasets, cross-modal retrieval, and wearable IMU motion captioning, where it improves average Accuracy/F1/R@2 by 11.7%/11.6%/22.6% on HAR, increases zero-shot IMU-to-text and text-to-IMU retrieval MRR by 15.9% and 28.6%, respectively, and improves zero-shot captioning BERT-F1 by 18.8%. These results support AnyMo as a generalist model for wearable motion understanding in the wild. Project page: https://baiyuchen.com/project/AnyMo.
May 12, 2026

ScaleMoGen: Autoregressive Next-Scale Prediction for Human Motion Generation

We present ScaleMoGen, a scale-wise autoregressive framework for text-driven human motion generation. Unlike conventional autoregressive approaches that rely on standard next-token prediction, ScaleMoGen frames motion generation as a coarse-to-fine process. We quantize 3D motions into compositional discrete tokens across multiple skeletal-emporal scales of increasing granularity, learning to generate motion by autoregressively predicting next-scale token maps. To maintain structural integrity, our motion tokenizers and quantizers are explicitly designed so that discrete tokens at every scale strictly preserve the skeletal hierarchy. Additionally, we employ bitwise quantization and prediction, which efficiently scale up the tokenizer vocabulary to preserve motion details and stabilize optimization. Extensive experiments demonstrate that ScaleMoGen achieves state-of-the-art performance, establishing an FID of 0.030 (vs. 0.045 for MoMask) on HumanML3D and a CLIP Score of 0.693 (vs. 0.685 for MoMask++) on the SnapMoGen dataset. Furthermore, we demonstrate that our skeletal-temporal multi-scale representation naturally facilitates training-free, text-guided motion editing.
Apr 30, 2026

Action Motifs: Self-Supervised Hierarchical Representation of Human Body Movements

Effective human behavior modeling requires a representation of the human body movement that capitalizes on its compositionality. We propose a hierarchical representation consisting of Action Atoms that capture the atomic joint movements and Action Motifs that are formed by their temporal compositions and encode similar body movements found across different overall human actions. We derive A4Mer, a nested latent Transformer to learn this hierarchical representation from human pose data in a fully self-supervised manner. A4Mer splits a 3D pose sequence into variable-length segments and represents each segment as a single latent token (Action Atoms). Through bottom-up representation learning, temporal patterns composed of these Action Atoms, which capture meaningful temporal spans of reusable, semantic segments of body movements, naturally emerge (Action Motifs). A4Mer achieves this with a unified pretext task of masked token prediction in their respective latent spaces. We also introduce Action Motif Dataset (AMD), a large-scale dataset of multi-view human behavior videos with full SMPL annotations. We introduce a novel use of cameras by mounting them on the feet to achieve their frame-wise annotations despite frequent and heavy body occlusions. Experimental results demonstrate the effectiveness of A4Mer for extracting meaningful Action Motifs, which significantly benefit human behavior modeling tasks including action recognition, motion prediction, and motion interpolation.