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  <id>https://arxiv.org/api/kZ/KUc0VroMLTr4OBG53W4V/DFY</id>
  <title>arXiv Query: search_query=abs:robot AND (abs:humanoid OR abs:android) AND (abs:facial OR abs:face OR abs:expression OR abs:skin)&amp;id_list=&amp;start=0&amp;max_results=60</title>
  <updated>2026-09-28T19:05:20Z</updated>
  <link href="https://arxiv.org/api/query?search_query=abs:robot+AND+((abs:humanoid+OR+abs:android)+AND+(abs:facial+OR+(abs:face+OR+(abs:expression+OR+abs:skin))))&amp;start=0&amp;max_results=60&amp;id_list=" type="application/atom+xml"/>
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  <entry>
    <id>http://arxiv.org/abs/2609.27003v1</id>
    <title>Learning Expressive Humanoid Locomotion from Monocular Runway Videos for Robot Fashion Shows</title>
    <updated>2026-09-22T19:38:35Z</updated>
    <link href="https://arxiv.org/abs/2609.27003v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.27003v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Runway walking requires coordinated control of posture, stride, foot placement, and whole-body motion to effectively present clothing and convey a distinctive style. However, humanoid robots used in fashion shows typically rely on locomotion policies optimized primarily for stability and walking speed, limiting their ability to reproduce expressive, human-like runway motions. In this work, we present an end-to-end framework that transforms monocular runway videos into deployable humanoid locomotion policies through motion recovery, robot retargeting, motion correction, policy training, simulation-based evaluation, and physical deployment. We evaluate the proposed framework on the Booster K1 humanoid robot using runway-style catwalk motions. The learned policy completed every physical trial without falling, while reproducing the characteristic narrow foot placement and coordinated movement of the legs, torso, and arms. The results demonstrate that our proposed training framework enables the Booster K1 to perform stable and expressive catwalk motions, highlighting its potential for humanoid robotic applications in fashion shows and other performance-oriented scenarios.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-22T19:38:35Z</published>
    <arxiv:comment>IROS 2026 Poster Paper</arxiv:comment>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Kyrylo Kolesnichenko</name>
    </author>
    <author>
      <name>Irvin Steve Cardenas</name>
    </author>
    <author>
      <name>Jong-Hoon Kim</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.24547v2</id>
    <title>MIRA: Real-Time Full-Duplex Human-Robot Interaction for Embodied Companions</title>
    <updated>2026-09-22T14:11:22Z</updated>
    <link href="https://arxiv.org/abs/2609.24547v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.24547v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>% !TEX root = ../main.tex Real-time embodied companion interaction requires a robot to infer user intent from streaming speech, generate timely responses, and execute expressive, interruptible motions. Existing systems typically decouple dialogue orchestration from gesture synthesis, relying on offline motion generation from complete audio. This separation leaves open how a deployed robot can dynamically synchronize response content, prosodic timing, and physical safety under incremental inputs and uncertain turn boundaries. We present MIRA, a unified framework for real-time full-duplex embodied companion interaction. Given streaming user speech, dialogue history, and vocal affect, MIRA predicts both the response text and an explicit embodiment cue that routes the response to the appropriate physical behavior. Discrete social behaviors (\eg listening and greeting) are mapped to validated robot trajectories, while speaking responses are accompanied by streaming, generative co-speech motion. For co-speech motion generation, we propose ROSCO, a prefix-conditioned diffusion model for streaming audio-to-joint motion generation. We further design RHPC, an inference scheme that maintains a sufficiently long temporal context for motion prediction while bounding physical commitment to a short, interruptible prefix. At the interaction level, we design CORTEX, a dual-timescale interaction policy that combines low-latency barge-in preemption and streaming response generation with deliberative turn decisions, backed by a robot-side execution layer that enforces physical safety constraints during execution. MIRA is deployed on an Astribot S1 humanoid robot. Quantitative evaluations demonstrate competitive audio-motion alignment relative to state-of-the-art motion-generation baselines, while real-robot deployment measurements characterize streaming responsiveness and interruption handling.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-21T13:14:53Z</published>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Lijian Lin</name>
    </author>
    <author>
      <name>Ye Zhu</name>
    </author>
    <author>
      <name>Fan Zhang</name>
    </author>
    <author>
      <name>Yunfei Liu</name>
    </author>
    <author>
      <name>Baofeng Li</name>
    </author>
    <author>
      <name>Xianwen Zeng</name>
    </author>
    <author>
      <name>Jianan Wang</name>
    </author>
    <author>
      <name>Yu Li</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.23610v1</id>
    <title>PRIMO: Prior-Informed Odometry from Human-Motion Tracking for Humanoid Robots</title>
    <updated>2026-09-20T12:52:15Z</updated>
    <link href="https://arxiv.org/abs/2609.23610v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.23610v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Simulation-trained humanoid proprioceptive odometry faces two transfer challenges: training trajectories generated by specific robot control policies intended for deployment cover only a limited range of motions, while sim-to-real mismatch can make unconstrained predictions unreliable. We address both with Prior-Informed Odometry from Human-Motion Tracking (PRIMO). On the data side, we generate odometry supervision by having the humanoid track diverse retargeted human motions in simulation, decoupling supervision from the deployment policies and broadening the training motion distribution. On the model side, a Prior-Informed estimator uses physics- and symmetry-informed priors to structure velocity and rotation prediction and a coarse raw-context pathway to preserve sensor context alongside encoded features, thereby strengthening sim-to-real generalization. Under a unified real-robot protocol, PRIMO reduces mean error by 31.6%-61.7% relative to the strongest evaluated external baseline in each domain-metric comparison. Across two locomotion-policy revisions, policy specialists exhibit symmetric crossover, whereas Tracking-Locomotion training reduces mean opposite-policy simulation error by 86.8%-94.6%. On real dynamic motion, Tracking-Locomotion training reduces mean error by 69.2%-81.7% relative to training on the union of both deployment policies. Across the tested motion compositions, the Prior-Informed estimator consistently lowers mean trajectory errors relative to its Unconstrained counterpart in both simulation and real-robot evaluation. Code is available at https://github.com/Agibot-Spatial-Intelligence/PRIMO.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-20T12:52:15Z</published>
    <arxiv:comment>8 pages, 6 figures and 4 tables, Under review</arxiv:comment>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Xu Han</name>
    </author>
    <author>
      <name>Angsong Li</name>
    </author>
    <author>
      <name>Shaopeng Zhang</name>
    </author>
    <author>
      <name>Enyu Li</name>
    </author>
    <author>
      <name>Peiwen Lin</name>
    </author>
    <author>
      <name>Chuang Wang</name>
    </author>
    <author>
      <name>Yuan Zhuang</name>
    </author>
    <author>
      <name>Haiyu Lan</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.23483v1</id>
    <title>STRIDER: Stepping-Enabled Multi-Gait Hierarchical 3D Loco-Manipulation Framework for Humanoid Robots</title>
    <updated>2026-09-20T09:17:11Z</updated>
    <link href="https://arxiv.org/abs/2609.23483v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.23483v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Humanoid loco-manipulation faces two prominent limitations: controllers using continuous velocity commands cannot precisely regulate individual footholds, while specialized foothold-tracking modules are difficult to integrate with whole-body manipulation. Furthermore, standard action-based imitation distillation primarily transfers expert actions, without explicitly encouraging a shared representation of heterogeneous skills. This paper introduces STRIDER, a hierarchical multi-gait framework to bridge these gaps. The framework integrates terrain-aware 3D stepping logic, Adversarial Motion Priors (AMP)-based natural walking, and Cartesian upper-body control: its stepping expert selects feasible footholds in the stance-foot frame and generates clearance-aware swing trajectories. To fuse distinct walking and stepping experts into one executable student policy, we propose Latent Distillation Proximal Policy Optimization (LD-PPO), a distillation algorithm augmented with teacher-conditioned latent alignment. By jointly optimizing on-policy reinforcement learning, DAgger-based action reconstruction, and latent alignment, LD-PPO transfers expert actions while encouraging a shared skill representation across heterogeneous modes. Simulation and real-robot evaluations on the TianGong Omni humanoid show that LD-PPO outperforms vanilla distillation-PPO in foothold-tracking and posture-tracking accuracy. Deployed on hardware, STRIDER realizes multi-gait loco-manipulation with accurate foothold and end-effector tracking.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-20T09:17:11Z</published>
    <arxiv:comment>9 pages. Submitted to ICRA 2027. Video: https://youtu.be/gf5RWjCZXtA</arxiv:comment>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Yuanzhuo Li</name>
    </author>
    <author>
      <name>Wen Zhao</name>
    </author>
    <author>
      <name>Zhe Yong</name>
    </author>
    <author>
      <name>Xiang Meng</name>
    </author>
    <author>
      <name>Gang Han</name>
    </author>
    <author>
      <name>Hengle Ren</name>
    </author>
    <author>
      <name>Xiaoyang Zheng</name>
    </author>
    <author>
      <name>Zhen Wang</name>
    </author>
    <author>
      <name>Yijie Guo</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.23414v1</id>
    <title>EmoPose: Vision-Language Model Guided Emotion-Aware Gesture Generation for Humanoid Robots</title>
    <updated>2026-09-20T06:58:49Z</updated>
    <link href="https://arxiv.org/abs/2609.23414v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.23414v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Socially competent humanoid robots must communicate affect and intent through gesture as well as speech, yet open-ended interaction must become motion that is both expressive and executable on a specific body. This demands semantic flexibility for contextual social intent while preserving deterministic, embodiment-aware robot control. We present EmoPose, a vision-language model (VLM)-guided framework that bridges this gap through an executable semantic interface. Given language, dialogue history, and optional visual context, the VLM selects an ordered gesture plan containing a communicative class, library variant, intensity, and speech anchor. A scalable robot-owned motion library defines the available expressive vocabulary and the source of 14-DoF joint targets. Pose Studio supports automatic trajectory generation, MuJoCo preview, and automatic synchronization of new library entries with the VLM guide; deterministic robot-side modules validate plans, construct trajectories, schedule gestures, and manage queueing and interruption. This division lets the interaction repertoire grow for new social contexts without changing the control interface or delegating raw joint commands to the foundation model. On the EmoPose-Bench, structured GPT-5.5 planning reaches $98.25\pm0.52\%$ on the Easy tier and $76.50\pm0.54\%$ overall, exceeding same-model direct-label prompting. Further tests validate dialogue-context use and ordered multi-action composition. The system completes the nominal MuJoCo suite and realizes all 29 authored variants on the physical Unitree G1. A four-stop laboratory tour demonstrates expressive narration with interruption, camera-grounded dialogue, and navigation.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-20T06:58:49Z</published>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Daojie Peng</name>
    </author>
    <author>
      <name>Bingtao Wang</name>
    </author>
    <author>
      <name>Fulong Ma</name>
    </author>
    <author>
      <name>Wenjun Yue</name>
    </author>
    <author>
      <name>Liang Zhang</name>
    </author>
    <author>
      <name>Jun Ma</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.14647v1</id>
    <title>Skill Composition for Legged Robot Reinforcement Learning</title>
    <updated>2026-09-13T16:32:17Z</updated>
    <link href="https://arxiv.org/abs/2609.14647v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.14647v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Robots, and humanoid robots in particular, are increasingly competent at individual behaviors, each obtained by training a specialized controller. A specialized skill is quick to train, converges reliably because the problem it faces is narrow, and can be validated on its own, none of which is true of a single end-to-end policy asked to cover everything. What remains fragile is the transition between them. We argue that the composition of independent sub-policies deserves to be treated as a research problem in its own right, rather than as an implementation detail left to whatever mechanism happens to be at hand. Reliable composition is what turns a collection of separate skills into a repertoire that can be used, extended and shared. More fundamentally, if control can be passed between specialized policies safely, and at any moment, the choice of what the robot should do next can be delegated to a component of an entirely different nature, such as a planner, an automaton or a symbolic controller, whose behavior can be inspected in advance. The policies would then only ever have to act, and what the robot can be trusted to do would become verifiable.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-13T16:32:17Z</published>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Daniel Gigliotti</name>
    </author>
    <author>
      <name>Flavio Maiorana</name>
    </author>
    <author>
      <name>Fabio Patrizi</name>
    </author>
    <author>
      <name>Luca Iocchi</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.14432v2</id>
    <title>EMoG: Emotion-Modulated Gait Generation for Expressive Humanoid Locomotion</title>
    <updated>2026-09-20T06:58:25Z</updated>
    <link href="https://arxiv.org/abs/2609.14432v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.14432v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>Existing humanoid locomotion systems primarily focus on stability and task execution, while integrating expressiveness with explicit locomotion control remains challenging. We propose EMoG, an emotion-modulated gait generation framework for expressive humanoid locomotion. EMoG introduces an emotional-style code with continuously adjustable intensity. Conditioned on this code and physical commands, a lightweight MLP generates expressive, command-consistent periodic gait trajectories in real time, which are tracked by a unified reinforcement learning policy for physical execution. To support training, we collect a large-scale emotion-annotated gait dataset from professional performers and develop an automated pipeline to extract physically consistent periodic gait cycles. EMoG also integrates an LLM-based parser that converts free-form language into emotional style and motion parameters for interactive control. Experiments demonstrate that our system achieves continuous gait-style modulation with perceptible expressive cues while maintaining command tracking. EMoG provides a practical approach to parameterized emotional-style walking for human-robot interaction.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-13T11:14:14Z</published>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Yi Lu</name>
    </author>
    <author>
      <name>Tianhao Jiang</name>
    </author>
    <author>
      <name>Honglong Tian</name>
    </author>
    <author>
      <name>Yumeng Zhang</name>
    </author>
    <author>
      <name>Qingrui Zhao</name>
    </author>
    <author>
      <name>Zhengtao Wang</name>
    </author>
    <author>
      <name>Xiao-Xiao Long</name>
    </author>
    <author>
      <name>Qiu Shen</name>
    </author>
    <author>
      <name>Xun Cao</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.22274v1</id>
    <title>CHOREO: Every Humanoid Skill as a Trajectory</title>
    <updated>2026-09-11T06:39:17Z</updated>
    <link href="https://arxiv.org/abs/2609.22274v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.22274v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Recent advances in humanoid robotics have produced diverse skills through reinforcement learning, motion imitation, and generative modeling. Yet these capabilities remain siloed because they are built around incompatible representations, interfaces, and controllers. We present CHOREO, a framework for training-free composition of heterogeneous humanoid skills. Our key observation is that, regardless of how a skill is learned, it can ultimately be expressed as an executable motion trajectory. Based on this observation, CHOREO converts each capability into SkillMotion, a unified representation that combines motion states, contacts, semantics, and boundary conditions. Skills are composed through direct continuation, cubic Hermite blending, or validated bridge motions, without retraining source models or updating models at test time. On Unitree G1 in MuJoCo, CHOREO organizes 2,950 admitted SkillMotion assets derived from heterogeneous sources and achieves 95.4\% sequence success across 130 multi-action tasks, including 93.8\% success on eight-action sequences. These results demonstrate that executable trajectories provide a scalable interface for accumulating and composing pretrained humanoid capabilities.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-11T06:39:17Z</published>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Ziyi Sun</name>
    </author>
    <author>
      <name>Jingwen Chen</name>
    </author>
    <author>
      <name>Yuxi Wang</name>
    </author>
    <author>
      <name>Xiuze Xia</name>
    </author>
    <author>
      <name>Long Cheng</name>
    </author>
    <author>
      <name>Zhaoxiang Zhang</name>
    </author>
    <author>
      <name>Yujun Dong</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.10895v1</id>
    <title>ReactHuman: A Physics-Grounded Benchmark for Human-Like Reactive Decision-Making in Embodied Multimodal LLMs</title>
    <updated>2026-09-09T22:56:21Z</updated>
    <link href="https://arxiv.org/abs/2609.10895v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.10895v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Reacting to sudden physical hazards (catching a slipping plate, dodging a falling knife) is both a meaningful test of embodied intelligence and a hard requirement for deploying multimodal large language models (MLLMs) as the decision coreof household robots. Existing evaluations, however, probe intuitive physics passively through question answering over videos, or target deliberate, long-horizon tasks such as navigation and rearrangement; none measure whether a model can turn physical understanding into immediate, safety-critical action. We introduce ReactHuman, the first physics-grounded benchmark for human-like reactive decision-making, in which the evaluated MLLM acts as the brain of a simulated humanoid facing sudden household hazards; it spans 17 event families and over 1,000 bit-for-bit reproducible scenes with exact, annotation-free ground truth derived from 240 Hz rigid-body simulation, including adversarial objects whose appearance contradicts their physics (a foam anvil, a steel apple). We further design a five-metric suite that scores each reaction along three axes: reasonable, safe, and physically grounded. We physically execute every committed plan so that decisions have observable consequences. With this harness we evaluate seven representative MLLMs. Results show that reactive safety is far from solved: models mishandle roughly one hazard in three, act from fixed dispositions rather than the observed scene, trust appearance over motion, and miss interception points at meter scale even when the chosen action is correct; none of these failures shrink with model scale. ReactHuman thus offers both a fine-grained diagnosis and a scalable training signal toward physically grounded, safety-aware embodied agents. The benchmark can be found here: https://huggingface.co/datasets/Alan123/reacthuman-benchmark-scaled</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-09T22:56:21Z</published>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Yizhan Li</name>
    </author>
    <author>
      <name>Jianxin You</name>
    </author>
    <author>
      <name>Mengyang Xiong</name>
    </author>
    <author>
      <name>Yinhuan Chen</name>
    </author>
    <author>
      <name>Zicheng Zhao</name>
    </author>
    <author>
      <name>Dekun Wu</name>
    </author>
    <author>
      <name>Dongqing Zhang</name>
    </author>
    <author>
      <name>Bang Liu</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.06434v1</id>
    <title>Can People Distinguish Human and AI Agency in Humanoid Teleoperation? A Preliminary Study of Agency Perception</title>
    <updated>2026-09-06T07:20:34Z</updated>
    <link href="https://arxiv.org/abs/2609.06434v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.06434v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Can people distinguish between human and AI agency in humanoid teleoperation? To explore this question, we developed \textit{Ghost-in-the-Loop}, a teleoperation framework that supports both human-operated and AI-generated control of a robot's voice, facial expressions, and gestures while maintaining a consistent embodiment. We conducted a preliminary online study ($N=50$) in which participants viewed short interaction clips generated by either a Human Operator or an AI Control and judged the perceived source of control. Results suggest that participants often struggled to distinguish between the two conditions in brief interactions. Qualitative responses indicate that judgments were primarily influenced by perceived naturalness, temporal coordination, and consistency across speech, facial expression, and gesture. These findings provide initial insights into agency perception in embodied human--AI communication and motivate future investigations of blended human--AI telepresence systems.</summary>
    <category term="cs.HC" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-06T07:20:34Z</published>
    <arxiv:comment>3 pages, accepted by ACM UIST 2026 as a poster</arxiv:comment>
    <arxiv:primary_category term="cs.HC"/>
    <author>
      <name>Xiang Li</name>
    </author>
    <author>
      <name>Koya Dendo</name>
    </author>
    <author>
      <name>Keigo Minamida</name>
    </author>
    <author>
      <name>Yuto Nakamura</name>
    </author>
    <author>
      <name>Per Ola Kristensson</name>
    </author>
    <author>
      <name>Jun Rekimoto</name>
    </author>
    <arxiv:doi>10.1145/3830397.3841874</arxiv:doi>
    <link rel="related" href="https://doi.org/10.1145/3830397.3841874" title="doi"/>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2609.05361v1</id>
    <title>Development of a Humanoid Robot Prototype for Multimodal Human-Robot Interaction</title>
    <updated>2026-09-04T17:06:47Z</updated>
    <link href="https://arxiv.org/abs/2609.05361v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.05361v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Human-robot interaction (HRI) enables intuitive and intelligent collaboration between humans and robots in real-world environments. This paper introduces a humanoid robot prototype designed as a flexible testbed for developing and integrating artificial intelligence (AI) modules in HRI tasks. The system features a 12 degree-of-freedom (DOFs) dual-arm mechanism and a 2 DOFs head with an expressive LCD screen to express facial emotions. All hardware components are controlled by a custom-designed controller board with real-time AI processing supported by an onboard Jetson module. The system incorporates three AI modules: (1) gesture recognition using MediaPipe Pose and an LSTM classifier, (2) object detection with YOLO and 3D localization, and (3) voice-command processing through speech recognition and large language model(LLM)-based semantic parsing. The platform is validated through experiments on positioning accuracy, with results showing average manipulation errors of approximately 1.83 cm. To demonstrate its versatility, experimental results show over 90% task accuracy, with gesture recognition reaching 96%, speech recognition reaching 92%. The results confirm the effectiveness of the proposed system as a reproducible and accessible humanoid platform for research and prototyping in HRI.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-04T17:06:47Z</published>
    <arxiv:comment>6 pages, 6 figures. Published in the 2025 RIVF International Conference on Computing and Communication Technologies (RIVF 2025)</arxiv:comment>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Thang Tran Viet</name>
    </author>
    <author>
      <name>Thanh Nguyen Canh</name>
    </author>
    <author>
      <name>Huy Uong Gia</name>
    </author>
    <author>
      <name>Phuc Dinh Van</name>
    </author>
    <author>
      <name>Son Tran Duc</name>
    </author>
    <author>
      <name>Ngoc Minh Do</name>
    </author>
    <author>
      <name>Xiem HoangVan</name>
    </author>
    <arxiv:doi>10.1109/RIVF68649.2025.11364526</arxiv:doi>
    <link rel="related" href="https://doi.org/10.1109/RIVF68649.2025.11364526" title="doi"/>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.28693v1</id>
    <title>RoboGesture: Real-Time Semantic-aligned Co-Speech Gestures Generation for Humanoid Interaction</title>
    <updated>2026-08-27T02:13:46Z</updated>
    <link href="https://arxiv.org/abs/2608.28693v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.28693v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Enabling humanoid robots to respond to human speech with synchronized and semantically meaningful gestures is fundamental to natural human-robot interaction. However, this task faces three critical barriers: the scarcity of semantically rich datasets, the "modality eclipse" where models ignore audio cues in favor of kinematic inertia, and the sim-to-real gap regarding physical safety. We propose RoboGesture, a robot-centric framework that co-designs data, modeling, and control to power a complete interactive human-humanoid system in which the robot listens, responds, and gestures in real time. We first establish the RoboGesture dataset featuring over 300 gesture categories and develop an automated pipeline to synthesize large-scale collision-free, robot-specific audio-motion pairs. Our architecture features a Hierarchical Semantic-Acoustic Aligner that extracts multi-granular prosodic and semantic cues directly from raw audio tokens. These cues drive a Streaming Conditional Motion Generator based on a diffusion transformer with conditional flow matching. To ensure high responsiveness, we introduce Anti-Inertia CFG Masking, which prevents the model from collapsing into repetitive historical patterns by compelling it to proactively mine control signals from the audio modality. Finally, an MPC-based safety filter ensures real-time, collision-free execution on physical hardware. Experiments on a Unitree G1 humanoid demonstrate that RoboGesture generates safer, more rhythmic, and more semantically appropriate responses compared to state-of-the-art baselines.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-27T02:13:46Z</published>
    <arxiv:comment>Accepted at ECCV 2026. Project page: https://RoboGesture.github.io</arxiv:comment>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Zifan Wang</name>
    </author>
    <author>
      <name>Ziang Ren</name>
    </author>
    <author>
      <name>Pengyang Shi</name>
    </author>
    <author>
      <name>Zirui Wang</name>
    </author>
    <author>
      <name>Chenghuai Lin</name>
    </author>
    <author>
      <name>Tianze Wang</name>
    </author>
    <author>
      <name>Zekun Qi</name>
    </author>
    <author>
      <name>Liangliang Zhao</name>
    </author>
    <author>
      <name>He Wang</name>
    </author>
    <author>
      <name>Li Yi</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.02080v1</id>
    <title>Toward Geometry-Scalable Whole-Body Touch for Humanoids: A 3D-Printed Conformal EIT Skin</title>
    <updated>2026-08-03T11:33:30Z</updated>
    <link href="https://arxiv.org/abs/2608.02080v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.02080v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Whole-body tactile sensing is a prerequisite for humanoids that operate in contact-rich human environments, but conventional taxel arrays scale poorly with surface area, wiring complexity, and robot-specific curvature. We present a conformal electrical impedance tomography tactile skin fabricated through a geometry-adaptable additive-manufacturing workflow. A flexible conductive TPU layer forms a continuous sensing domain, while contact-induced coupling with conductive patches produces boundary voltage changes that are reconstructed using a one-step Gauss-Newton EIT solver. We first characterize the electromechanical design space of the layered structure and show that low-resistance contact-enhancement patches and a porous conductive TPU sensing layer improve sensitivity while preserving printability. We then validate contact localization on a planar prototype, a curved U-shaped prototype, and a qualitative iCub-face-shaped geometry. The curved sensor achieves a mean localization error of 6 mm over 18 contact positions without supervised post-processing. These results suggest that additively manufactured tomographic skins can reduce the morphology-specific redesign burden for humanoid tactile coverage and provide a practical route toward large-area contact sensing for human-centered deployment.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-03T11:33:30Z</published>
    <arxiv:comment>Submitted to IEEE Humanoids</arxiv:comment>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Haofeng Chen</name>
    </author>
    <author>
      <name>Carson Kohlbrenner</name>
    </author>
    <author>
      <name>Jiri Kubik</name>
    </author>
    <author>
      <name>Lukas Rustler</name>
    </author>
    <author>
      <name>Alexander Dickhans</name>
    </author>
    <author>
      <name>Karel Bartunek</name>
    </author>
    <author>
      <name>Alessandro Roncone</name>
    </author>
    <author>
      <name>Hyosang Lee</name>
    </author>
    <author>
      <name>Matej Hoffmann</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.01826v1</id>
    <title>Multi-View Unified Camera Fields: Geometry-Shaped Action-Facing Representations for RGB-Only Multi-Camera VLA Policies</title>
    <updated>2026-08-03T07:36:09Z</updated>
    <link href="https://arxiv.org/abs/2608.01826v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.01826v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Vision-Language-Action (VLA) models have shown strong generalization in robotic manipulation, yet complex contact-rich tasks often benefit from multi-camera observations that jointly capture the end effector, objects, and targets under occlusion. Existing multi-camera VLAs usually concatenate view tokens, leaving action representations weak in metric depth and inconsistent across cameras. We introduce Multi-View Unified Camera Fields (MVUCF), a training-only framework that forms a shared action-facing latent field across views. A coordinate-query depth objective makes metric depth recoverable, while a preprocessing-aware correspondence objective aligns tokens observing the same physical point from different cameras. Both directly shape the hidden states consumed by the action module. After geometry injection, depth, camera calibration, and auxiliary heads are removed, so deployment uses the original RGB-only graph with no extra inference FLOPs. Held-out probes confirm stronger depth recovery and cross-view matching. Under matched GR00T-N1.6 settings, MVUCF reaches 98.9% on LIBERO, improves LIBERO-Plus by 22.4 points, and raises success by 23.3 points across six RoboTwin tasks spanning three action families: touch, move-and-place, and contact interaction. Real-world humanoid experiments further provide evidence of its practical effectiveness under RGB-only deployment.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-03T07:36:09Z</published>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Jiarui Yang</name>
    </author>
    <author>
      <name>Yehao Lu</name>
    </author>
    <author>
      <name>Yuning Su</name>
    </author>
    <author>
      <name>Yufeng Xie</name>
    </author>
    <author>
      <name>Yu Zhong</name>
    </author>
    <author>
      <name>Haiyu Lan</name>
    </author>
    <author>
      <name>Tianjing Hao</name>
    </author>
    <author>
      <name>Kaixiang Lu</name>
    </author>
    <author>
      <name>Peiwen Lin</name>
    </author>
    <author>
      <name>Chuang Wang</name>
    </author>
    <author>
      <name>Enyu Li</name>
    </author>
    <author>
      <name>Junwei Liang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.20061v1</id>
    <title>ReferTrack: Referring Then Tracking for Embodied Visual Tracking</title>
    <updated>2026-07-22T12:05:13Z</updated>
    <link href="https://arxiv.org/abs/2607.20061v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.20061v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Embodied visual tracking (EVT) requires a mobile agent to continuously follow a specific target described in natural language using only onboard vision. While recent vision-language-action (VLA) policies unify target identification and trajectory planning, their chain-of-thought (CoT) reasoning often operates in abstract spatial latents that are difficult to supervise and weakly aligned with explicit image-space detections. To address this, we introduce ReferTrack, a referring-then-tracking paradigm that grounds EVT using a single forward-facing camera. Our model first selects the target from an indexed set of bounding boxes, then decodes tracking waypoints conditioned on this image-grounded decision. To preserve target motion cues over time, ReferTrack maintains a sliding-window queue of previously selected bounding boxes, injecting their geometric features into the visual history via temporal-viewpoint-bbox indicator (TVBI) tokens. We further enhance target identification by co-training on a custom Refer-QA dataset. On EVT-Bench, ReferTrack achieves state-of-the-art single-view performance with success rates of 89.4%, 73.3%, and 74.1% on the single-target, distracted, and ambiguity tracking splits, respectively -- matching or even surpassing several multi-camera baselines on identification-heavy tasks. Finally, real-world deployments on legged and humanoid robots validate its robust sim-to-real transfer capabilities. Code is available at https://github.com/MedlarTea/referTrack.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-22T12:05:13Z</published>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Hanjing Ye</name>
    </author>
    <author>
      <name>Tianle Zeng</name>
    </author>
    <author>
      <name>Jiazhao Zhang</name>
    </author>
    <author>
      <name>Shaoan Wang</name>
    </author>
    <author>
      <name>Zibo Zhang</name>
    </author>
    <author>
      <name>Weisi Situ</name>
    </author>
    <author>
      <name>Yuchen Zhou</name>
    </author>
    <author>
      <name>Yonggen Ling</name>
    </author>
    <author>
      <name>Hong Zhang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.18154v1</id>
    <title>World Translation: Minimizing Sim-to-Real Gap with Backward Dynamics Extraction and Unpaired Domain Translation</title>
    <updated>2026-07-20T16:52:58Z</updated>
    <link href="https://arxiv.org/abs/2607.18154v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.18154v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>The gap between simulation and reality remains a fundamental challenge in deploying simulation-trained robotic policies in the real world. Real-to-sim methods narrow this gap from the real side, learning transition dynamics from real data to build a more realistic digital world. Learned dynamics models are their dominant instance. Such methods, however, face a partial observability problem: the same observation may branch to different transitions due to unobservable factors. Existing methods assume these factors can be recovered from observation history. However, this may fail whenever observation history is uninformative, such as a sudden contact event with no prior warning. To address this limitation, we propose \textit{World Translation}, which exploits a complementary strength of simulators and learned dynamics. Simulators are deterministic but physically imperfect, while learned models are accurate but underdetermined under partial observability. Rather than predicting transitions forward from history, we extract the unobservable dynamics information backward from an observed transition, then translate this feature across simulation and reality as an unpaired domain-translation problem that preserves dynamics content while transferring domain style. Experiments across humanoid, quadruped, and manipulator platforms show that our method achieves more accurate dynamics modeling than baselines, with the largest gains when unobservable factors cannot be recovered from observation history. Real-robot deployment on Go2 quadruped confirms improved policy transfer.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-20T16:52:58Z</published>
    <arxiv:comment>8 pages, 8 figures</arxiv:comment>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Xinchen Yao</name>
    </author>
    <author>
      <name>Leixin Chang</name>
    </author>
    <author>
      <name>Hua Chen</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.17042v1</id>
    <title>Articulated Humanoid Head for a Robot Receptionist Capable of Natural Human Interaction</title>
    <updated>2026-07-19T03:18:37Z</updated>
    <link href="https://arxiv.org/abs/2607.17042v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.17042v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Humanoid robots have become increasingly popular in applications such as social interaction, education, and service roles, which drives the need for more natural and efficient human-robot interactions. However, currently available humanoid heads often face limitations, including high costs, mechanical complexity, and limited adaptability across diverse environments. To address these challenges, we present an articulated humanoid robot head designed for a receptionist role, integrating a mechanical structure with 21 degrees of freedom (DoF), including mechanisms for the mouth, eyes, eyebrows, and neck, and covered with realistic silicone skin to achieve a human-like appearance and expression. The system integrates a model-based architecture that combines SCRFD, ArcFace, and ByTetrack for face recognition and Llama and Whisper for natural language processing, with hardware support enabling real-time operations and human re-identification. The conversational ability and re-identification capabilities of the humanoid robot head were quantitatively measured, while its emotional expressiveness and human likeness were evaluated through a user study, achieving an average human likeness score of 4.13 out of 5.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="eess.IV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-19T03:18:37Z</published>
    <arxiv:comment>This work is accepted at IEEE/ASME International Conference on Advanced Intelligent Mechatronics (AIM2026)</arxiv:comment>
    <arxiv:primary_category term="cs.RO"/>
    <arxiv:journal_ref>IEEE/ASME International Conference on Advanced Intelligent Mechatronics (AIM2026)</arxiv:journal_ref>
    <author>
      <name>Tharusha Fonseka</name>
    </author>
    <author>
      <name>Charuka Bandara</name>
    </author>
    <author>
      <name>Moshintha Hewavitharana</name>
    </author>
    <author>
      <name>Melisa Arukgoda</name>
    </author>
    <author>
      <name>Wageesha N. Manamperi</name>
    </author>
    <author>
      <name>Udaya S. K. Perera Miriya Thanthrige</name>
    </author>
    <author>
      <name>Peshala Jayasekara</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.15579v2</id>
    <title>PACE: Persona Adaptation through Conversational Elicitation in Human-Robot Interaction</title>
    <updated>2026-07-21T07:43:08Z</updated>
    <link href="https://arxiv.org/abs/2607.15579v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.15579v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>Equipping humanoid robots with coherent and adaptable personas is crucial for fostering natural, engaging, and trustworthy human-robot interaction (HRI). However, existing approaches often rely on static, hard-coded identities that lack the flexibility to adapt to individual user contexts. In this paper, we present PACE (Persona Adaptation through Conversational Elicitation), a novel framework for the interactive generation and deployment of structured personas on the Ameca humanoid robot. Our system introduces an Interactive Persona Elicitation Pipeline, enabling the robot to dynamically synthesize a tailored, psychologically grounded identity through user Q&amp;A. This elicitation process feeds into a persona prompt compilation phase, generating a structured persona prompt built upon multi-perspective dimensions. We detail the Embodied System Integration required to translate this structured specification into expressive, multimodal humanoid behaviors. Through a comprehensive empirical HRI evaluation, we assess the impact of dynamically generated personas on user trust, perceived anthropomorphism, persona consistency, personal relevance, and interaction quality compared to a generic baseline. These contributions establish a scalable pathway for deploying personalized, interactive, and reliable identities in embodied humanoid assistants. Video demo is available at: https://lipzh5.github.io/PACE/</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.HC" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-17T02:45:52Z</published>
    <arxiv:comment>8 pages, 5 figures</arxiv:comment>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Peizhen Li</name>
    </author>
    <author>
      <name>Longbing Cao</name>
    </author>
    <author>
      <name>Megani Rajendran</name>
    </author>
    <author>
      <name>Timothy Liu</name>
    </author>
    <author>
      <name>Aik Beng Ng</name>
    </author>
    <author>
      <name>Simon See</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.14182v1</id>
    <title>Semantic Audio-driven Understanding for Dynamic Humanoid Whole Body Control</title>
    <updated>2026-07-15T14:24:00Z</updated>
    <link href="https://arxiv.org/abs/2607.14182v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.14182v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Recent advances in humanoid robotics and reinforcement learning have enabled the acquisition of highly expressive whole-body motion policies. However, most robotic performances remain based on pre-scripted sequences or externally triggered behaviors, limiting autonomy and responsiveness to dynamic environments. In this work, we introduce a novel multi-modal orchestration framework for semantic audio-driven humanoid control, enabling robots to autonomously select and execute appropriate motion skills in real time. The system processes continuous audio streams and routes them into music or speech branches. Music input is handled via audio fingerprinting and semantic embeddings to retrieve track identity and temporal alignment, allowing dynamic mapping between musical segments and motion policies. Speech input is grounded into a discrete library of imitation-learned skills, enabling direct human-robot interaction. Both modalities share a unified interface that schedules skill execution over a reinforcement learning control pipeline. We validate the approach in simulation and on a Unitree G1 humanoid, showing robust sim-to-real transfer and consistent audio-conditioned policy selection. Supplementary materials are available at the following site: https://lab-rococo-sapienza.github.io/semantic-WBC/</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-15T14:24:00Z</published>
    <arxiv:comment>Accepted at 29th Robocup International Symposium, held on July 6th, 2026 in Incheon, Republic of Korea</arxiv:comment>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>J. M. A. Marcelo</name>
    </author>
    <author>
      <name>M. Brienza</name>
    </author>
    <author>
      <name>E. Bugli</name>
    </author>
    <author>
      <name>L. Comito</name>
    </author>
    <author>
      <name>D. Nardi</name>
    </author>
    <author>
      <name>D. D. Bloisi</name>
    </author>
    <author>
      <name>V. Suriani</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.11690v1</id>
    <title>Requirement-Driven Design of Whole-Body Social Tactile Sensing via Virtual Human-Robot Interaction</title>
    <updated>2026-07-13T15:23:45Z</updated>
    <link href="https://arxiv.org/abs/2607.11690v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.11690v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Tactile sensing for social-physical human-robot interaction (spHRI) is designed in a hardware-driven manner, where predefined sensor configurations constrain coverage, spatial resolution, and the range of recognizable gestures. We propose a requirement-driven framework that derives sensing requirements, specifically spatial resolution and placement, directly from interaction data. Using a VR-based platform with haptic feedback, we collected high-resolution whole-body contact distributions across multiple social scenarios, from which we identified nine recurring social touch gestures. Eight gestures were selected for controlled data collection with 18 participants, yielding an open-source dataset of 5,520 trials. Analysis of contact distributions and simulated tactile encodings provides quantitative baselines for skin coverage and sensor density on a humanoid robot platform. While demonstrated on a single robot platform, the methodology is designed to be transferable to other robot morphologies, potentially enabling morphology-specific sensing requirements to be derived prior to hardware fabrication.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.HC" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-13T15:23:45Z</published>
    <arxiv:comment>8 pages, 6 figures, accepted to IROS 2026</arxiv:comment>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Dakarai Crowder</name>
    </author>
    <author>
      <name>Ruohan Zhang</name>
    </author>
    <author>
      <name>Alexis E. Block</name>
    </author>
    <author>
      <name>Wenzhen Yuan</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.07390v1</id>
    <title>Communicative Efficiency of Single vs. Multi-Axis Robot Neck Motion</title>
    <updated>2026-07-08T13:23:56Z</updated>
    <link href="https://arxiv.org/abs/2607.07390v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.07390v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Nonverbal communication through head and neck movement is fundamental to human social signalling, yet how robotic neck morphology translates motion into communicative information remains poorly understood. We present an information-theoretic framework characterising robot neck movement as a communication channel, quantifying information transmitted and energy expended across varied configurations. Using a robotic neck platform, we recorded 84 video stimuli spanning three rotational degrees of freedom (DoF), varying amplitude, acceleration, and frequency, measuring Shannon entropy of pixel-change signals alongside energy consumption. A perceptual study validated communicative interpretations of each motion. While humans typically engage one axis per gesture, robots are unconstrained by biological architecture, motivating tests up to 3 DoF. Yet communicative information peaks at two DoF and decreases at three despite rising energy cost, a phenomenon we term the morphological information bottleneck. Motion parameter effects were parameter-dependent, some additive, others non-linear. We introduce the Motor Information Space, a framework mapping entropy against energy to expose communicative efficiency across morphologies, in which the optimal configuration achieves 5.26 bits at competitive energy cost. Perception data further confirm multi-axis movements reduce clarity. These findings challenge the assumption that anatomical completeness improves robotic expressiveness, establishing a quantitative basis for morphological design in robots, especially humanoids.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.IT" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-08T13:23:56Z</published>
    <arxiv:comment>Under review</arxiv:comment>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Chapa Sirithunge</name>
    </author>
    <author>
      <name>Haewon Jeong</name>
    </author>
    <author>
      <name>Qinghua Guan</name>
    </author>
    <author>
      <name>Fumiya Iida</name>
    </author>
    <author>
      <name>Josie Hughes</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.13060v1</id>
    <title>A Bayesian framework for the uncanny valley in humanoid robot design</title>
    <updated>2026-07-07T06:12:46Z</updated>
    <link href="https://arxiv.org/abs/2607.13060v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.13060v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>The uncanny valley is a long-standing empirical rule in humanoid robot design: making robots more human-like can reduce, rather than increase, affinity. Yet existing guidelines, such as adopting robot-like appearances, avoiding excessive realism, and reducing cross-modal mismatches, remain difficult to use for algorithmic design because they are not expressed as manipulable variables. Here, we propose a hierarchical Bayesian generative model that operationalizes these guidelines as mathematical design variables. The model represents affinity toward humanoid robots as posterior-weighted negative category-conditional surprise and explains category ambiguity and perceptual mismatch as increases in surprise. It maps uncanny-valley mechanisms onto four variables: deviation from the predicted robot-category mean, inconsistency in human likeness across modalities, prediction uncertainty, and observational uncertainty. Simulations showed that category ambiguity and appearance--motion mismatch can produce affinity reductions, and that uncertainty reshapes the valley. In a human-subject experiment with robot--human morphing images, we manipulated prediction uncertainty using blurred prior robot stimuli and observational uncertainty using blurred evaluation stimuli. Increased observational uncertainty attenuated the decrease in familiarity ratings at intermediate human likeness, whereas low prediction uncertainty increased ratings for robot-like appearances. This framework turns empirical uncanny-valley heuristics into a computational basis for algorithmically evaluating and optimizing humanoid robot appearance and behavior.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-07T06:12:46Z</published>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Shimon Honda</name>
    </author>
    <author>
      <name>Rin Shibano</name>
    </author>
    <author>
      <name>Hideyoshi Yanagisawa</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2606.28237v2</id>
    <title>Unleashing Infinite Motion: Scaling Expressive Quadrupedal Motion via Generative Video Priors</title>
    <updated>2026-09-09T09:25:19Z</updated>
    <link href="https://arxiv.org/abs/2606.28237v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.28237v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>Quadruped robots have achieved remarkable locomotion, yet their behavioral repertoire remains confined to a few gaits--far from the expressive, companion-like presence long envisioned for them. Attempts to import the humanoid recipe of large-scale motion data have inherited one tacit assumption: that robot motion must first pass through an animal body, making data collection dependent on cooperative animals, reconstruction fragile across species, and retargeting ill-posed across incompatible morphologies. We propose Uni-Mo, a fully automated pipeline that removes the animal from the loop by reframing data scarcity as a generation problem: an LLM proposes motion prompts, a video diffusion model synthesizes the corresponding robot behaviors, and the generated videos are lifted into 3D reference trajectories used to train tracking policies deployed on a real Unitree Go2. To make naively-drifting generations reliably extractable, we introduce an Identity Consistency Loss that enforces appearance coherence across frames. We release Quad-Imaginarium at https://github.com/Amap-Robotics/Quad-Imaginarium, the resulting open-source dataset of 7,488 language-annotated quadruped motions (18.5 hours) spanning acrobatic and performative behaviors. We validate 392 randomly sampled motions on a real Unitree Go2 with a 96.7% deployment success rate, complemented by a 97.6% success rate across the full dataset in simulation.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-06-26T16:23:40Z</published>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Youzhi Liu</name>
    </author>
    <author>
      <name>Li Gao</name>
    </author>
    <author>
      <name>Yifei Qian</name>
    </author>
    <author>
      <name>Liu Liu</name>
    </author>
    <author>
      <name>Yang Cai</name>
    </author>
    <author>
      <name>Wenbin Tang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2606.27676v1</id>
    <title>CWI: Composite Humanoid Whole-Body Imitation System for Loco-manipulation</title>
    <updated>2026-06-26T03:14:52Z</updated>
    <link href="https://arxiv.org/abs/2606.27676v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.27676v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Achieving everyday tasks with humanoid robots requires coordinating stable locomotion with versatile manipulation. However, existing whole-body controllers still face significant challenges. Methods trained solely via command sampling, without motion-capture (MoCap) data, often struggle with sparse rewards and require carefully tuned curricula to converge. This is especially problematic for upper-body control, where the resulting motions deviate from human-like statistics and degrade whole-body coordination. Conversely, approaches that imitate full-body MoCap data suffer from dataset imbalance, as many locomotion trajectories are overly aggressive for stable-locomotion scenarios, necessitating extensive data filtering and augmentation. To address this, we present Composite Whole-Body Imitation (CWI), a framework that decouples the use of MoCap data for upper-body manipulation and lower-body locomotion. This decoupling allows us to exploit the full MoCap dataset of diverse manipulation references, while stable, command-conditioned lower-body locomotion is guided by dual discriminators trained on curated expert-quality walking and squatting clips via an Adversarial Motion Prior (AMP). A multi-critic architecture reduces conflicts among locomotion, manipulation, and motion-style objectives, and a teacher--student distillation stage yields a whole-body policy conditioned only on bimanual hand poses and velocity/height commands. We evaluate CWI through simulation experiments and real-world deployment on a full-size LimX Oli humanoid. The results show competitive loco-manipulation performance, robust whole-body coordination, and practical teleoperation without full-body motion-capture equipment. A project page with supplementary material can be found at https://cwi-ral.github.io/CWI-RAL-Webpage.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-06-26T03:14:52Z</published>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Wenqi Ge</name>
    </author>
    <author>
      <name>Junde Guo</name>
    </author>
    <author>
      <name>Zhen Fu</name>
    </author>
    <author>
      <name>Shunpeng Yang</name>
    </author>
    <author>
      <name>Jiayu Chen</name>
    </author>
    <author>
      <name>Hua Chen</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2606.24445v2</id>
    <title>Legible and Intuitive Multi-modal Robot State and Intent Communication Validated in Online and Real-world Studies</title>
    <updated>2026-08-06T10:13:06Z</updated>
    <link href="https://arxiv.org/abs/2606.24445v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.24445v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>Effective robot-to-human communication can increase transparency and trust, reduce uncertainty, and contribute to safer collaboration in shared workspaces. Designing and validating an effective robot communication strategy is challenging due to the varying and often limited communication modalities across robots, differences in how diverse recipients interpret messages, and the underexplored virtual-to-real gap in studies of communication legibility. We present a systematic, large-scale comparative validation of existing communication strategies for a mobile non-humanoid robot across message types and settings (online and in-person). Based on the prescribed message types in the existing standards for industrial robots, we realize and compare a low-expressive, unimodal LED-based strategy with a highly expressive, multimodal one that leverages robotic gaze, gestures, and voice. For each strategy, we analyze the communication of a turning intention, an attention request, error status, whether the robot is stuck, and whether it is functioning normally. We evaluate these strategies in replicated online and in-person experiments. We find strong evidence that highly expressive multimodal communication is perceived as more legible and intuitive than unimodal LED-based communication. Comparing the online and real-world study findings, we observe a notable decrease in overall legibility, particularly for signaling with LEDs. Similarly, confidence in message interpretation decreases during the real-world evaluation.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-06-23T11:27:17Z</published>
    <arxiv:comment>Accepted for publication at the 35th IEEE International Conference on Robot and Human Interactive Communication (RO-MAN 2026)</arxiv:comment>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Tim Schreiter</name>
    </author>
    <author>
      <name>Jens V. Rüppel</name>
    </author>
    <author>
      <name>Andrey Rudenko</name>
    </author>
    <author>
      <name>Martin Magnusson</name>
    </author>
    <author>
      <name>Achim J. Lilienthal</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2606.24039v1</id>
    <title>TurboMPC: Fast, Scalable, and Differentiable Model Predictive Control on the GPU</title>
    <updated>2026-06-23T00:42:33Z</updated>
    <link href="https://arxiv.org/abs/2606.24039v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.24039v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Robotics increasingly relies on GPUs for parallel simulation, large-scale learning, and neural-network inference. For model predictive control (MPC) to scale with this paradigm, solvers must run efficiently on this hardware while remaining fast, differentiable, and compatible with expressive MPC formulations used in robotics. We present TurboMPC, a differentiable MPC solver that runs entirely on the GPU and supports state and control inequality constraints, implicit integrators, cross-time-coupled costs, and slack variables. TurboMPC combines sequential quadratic programming (SQP), an alternating direction method of multipliers (ADMM) inner solver, implicit differentiation, and a co-designed JAX-CUDA implementation for efficiency and ease of use. In simulation, we validate TurboMPC on constrained planning, humanoid imitation learning, and reinforcement learning with neural-network cost function tasks, achieving up to $15\times$ and $58\times$ speedups over state-of-the-art CPU and GPU differentiable solvers, respectively. We deploy TurboMPC on a full-scale car for minimum-time racing and find that batched, GPU-accelerated tuning of MPC parameters via Bayesian optimization yields significantly faster driving than a hand-tuned baseline. TurboMPC also scales to planning horizons of over $8000$ knot points while maintaining control of the vehicle. We open-source TurboMPC at: https://github.com/ToyotaResearchInstitute/turbompc</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.LG" scheme="http://arxiv.org/schemas/atom"/>
    <category term="eess.SY" scheme="http://arxiv.org/schemas/atom"/>
    <category term="math.OC" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-06-23T00:42:33Z</published>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Gabriel Bravo-Palacios</name>
    </author>
    <author>
      <name>Jianghan Zhang</name>
    </author>
    <author>
      <name>Zachary Pestrikov</name>
    </author>
    <author>
      <name>Brian Plancher</name>
    </author>
    <author>
      <name>Thomas Lew</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2606.22971v1</id>
    <title>Humanoid-OmniOcc: Stereo-Based Full-View Occupancy Dataset for Embodied AI</title>
    <updated>2026-06-22T07:52:25Z</updated>
    <link href="https://arxiv.org/abs/2606.22971v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.22971v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Occupancy prediction at voxel-level granularity is essential for safe robotic navigation and interaction in complex environments. Existing occupancy datasets, however, are predominantly designed for autonomous driving with vehicle-centric biases -- forward-facing cameras, far-field geometry, and static road priors -- limiting their applicability to embodied humanoid perception. We present Humanoid-OmniOcc, a large-scale panoramic stereo-based occupancy dataset tailored for humanoid robots. The dataset encompasses 15 diverse simulated indoor scenes and 5 real-world environments, yielding over 155K samples with broad scene and style diversity. Importantly, the dataset is designed around a Real2Sim2Real closed-loop paradigm: real sensor specifications drive physically accurate simulation, simulation produces large-scale annotated training data, and models trained in simulation are directly evaluated on real-world captures -- enabling iterative refinement of the sim-to-real pipeline. We further propose \textbf{H}umanoid \textbf{S}urround \textbf{S}tereo-guided \textbf{Occ}upancy model (Humanoid-OmniOcc) that exploits robust depth priors for accurate 2D-to-3D lifting. Extensive experiments show that Humanoid-OmniOcc consistently outperforms monocular baselines and generalizes well to both unseen simulated test scenes and real-world environments, validating the effectiveness of the Real2Sim2Real design. Code and data will be available upon acceptance at https://d-robotics-ai-lab.github.io/humanoid-omniocc.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-06-22T07:52:25Z</published>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Xianda Guo</name>
    </author>
    <author>
      <name>Bohao Zhang</name>
    </author>
    <author>
      <name>Chenwei Huang</name>
    </author>
    <author>
      <name>Shiyuan Chen</name>
    </author>
    <author>
      <name>Ruilin Wang</name>
    </author>
    <author>
      <name>Yiqun Duan</name>
    </author>
    <author>
      <name>Cong Yang</name>
    </author>
    <author>
      <name>Qin Zou</name>
    </author>
    <author>
      <name>Wei Sui</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2606.19935v1</id>
    <title>PhysDrift: Bridging the Embodiment Gap in Humanoid Co-Speech Motion Generation</title>
    <updated>2026-06-18T08:31:58Z</updated>
    <link href="https://arxiv.org/abs/2606.19935v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.19935v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Humanoid robots require co-speech motions that are not only expressive and speech-aligned, but also physically executable under embodiment constraints. Existing co-speech generation pipelines are predominantly human-centric: motions are first generated in human-body representations such as SMPL-X and subsequently retargeted to humanoid robots. In this work, we identify a fundamental embodiment gap in this paradigm, where the mismatch between human motion manifolds and humanoid embodiment constraints disrupts embodiment consistency during motion transfer and physical execution. Through extensive analysis, we show that although retargeting can preserve coarse motion semantics, it significantly compresses motion diversity and weakens prosody-motion synchronization, limiting expressive humanoid behaviors. To address this problem, we first propose IK-EER, a prosody-preserving humanoid motion curation framework that jointly optimizes kinematic feasibility and speech-motion temporal alignment during retargeting. Building upon the curated robot-native motion dataset, we further introduce PhysDrift, an embodiment-aware co-speech motion generation framework that directly predicts executable humanoid joint trajectories from speech without relying on intermediate human-body representations. Unlike conventional human-centric pipelines, PhysDrift maintains embodiment consistency throughout both training and inference while incorporating physical regularization to stabilize robot motion dynamics. Extensive experiments and real-world humanoid deployment demonstrate that embodiment-aware robot-native generation substantially improves speech-motion alignment, physical plausibility, motion smoothness, inference efficiency, and real-time interaction capability.</summary>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-06-18T08:31:58Z</published>
    <arxiv:primary_category term="cs.AI"/>
    <author>
      <name>Zhangzhao Liang</name>
    </author>
    <author>
      <name>Xiaofen Xing</name>
    </author>
    <author>
      <name>Mingyue Yang</name>
    </author>
    <author>
      <name>Wenlve Zhou</name>
    </author>
    <author>
      <name>Xiangmin Xu</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2606.18747v1</id>
    <title>Generating Natural and Expressive Robot Gestures through Iterative Reinforcement Learning with Human Feedback using LLMs</title>
    <updated>2026-06-17T06:48:44Z</updated>
    <link href="https://arxiv.org/abs/2606.18747v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.18747v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Expressive gestures are essential for natural and effective communication, complementing speech when verbal cues alone are insufficient (e.g., pointing). For social robots such as the humanoid Pepper, producing natural and expressive movements is critical for improving human-robot interaction (HRI) and long-term acceptance. However, generating gestures remains challenging due to reliance on expert-authored animations, resulting in rigid behaviors that are impractical for dynamic and diverse environments. Alternatively, machine learning approaches often struggle to capture perceived naturalness, becoming increasingly challenging with more degrees of freedom. Consequently, producing expressive robot gestures requires a system that can adapt to the environment while adhering to social norms and physical constraints. Recent advances in large language models (LLMs) enable dynamic code generation, offering new opportunities for runtime gesture synthesis from natural language. In this paper, we integrate ChatGPT into the humanoid robot Pepper to generate co-speech gestures aligned with conversational output. While this baseline enables flexible gesture generation, the resulting motions are often perceived as stiff and unnatural. To address this limitation, we introduce an iterative reinforcement learning with human feedback (RLHF) system that finetunes gesture generation based on user evaluations, leveraging an iterative user study to compare Pepper's generated gestures. Our results show that RLHF improved the LLM's co-speech generative capabilities, producing more expressive, relevant and fluid movements.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-06-17T06:48:44Z</published>
    <arxiv:comment>8 Pages, 6 Figures</arxiv:comment>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Chris Lee</name>
    </author>
    <author>
      <name>Flora Salim</name>
    </author>
    <author>
      <name>Benjamin Tag</name>
    </author>
    <author>
      <name>Francisco Cruz</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2606.16696v1</id>
    <title>VENOM: Versatile Embodied Network for Omni-bodied Motion tracking</title>
    <updated>2026-06-15T13:31:37Z</updated>
    <link href="https://arxiv.org/abs/2606.16696v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.16696v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Achieving expert-level expressive full-body motion tracking across multiple humanoids solely from demonstration data remains a challenging and relatively an underexplored problem in humanoid robot learning. Cross-embodiment motion tracking policies are mostly trained by decoupling the control problem into upper and lower body control. This work proposes VENOM, a cross-embodiment full-body motion tracking model for humanoids in simulation. VENOM is a GPT-based motion tracker trained on multiple humanoid data that can track the entire body without the requirement to split into upper and lower body control. We curate a multi-humanoid motion tracking dataset called the VENOM dataset that contains states, actions, and rewards and train VENOM and the baselines on this dataset. In this letter, we evaluate VENOM's performance against baselines and show that we can achieve a stable motion tracker across different humanoids more capable than an MLP trained on multiple humanoid data with supervised learning alone, and also show that despite lack of reward feedback, VENOM closely matches the tracking capability of experts that were trained using asymmetric-actor critic reinforcement learning.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-06-15T13:31:37Z</published>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Siddharth Padmanabhan</name>
    </author>
    <author>
      <name>Kazuki Miyazawa</name>
    </author>
    <author>
      <name>Takato Horii</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2606.16600v2</id>
    <title>WaveSync: Constrained Wavefront Optimization for Synchronized Co-Speech Gestures in Humanoid Robots</title>
    <updated>2026-09-02T16:11:10Z</updated>
    <link href="https://arxiv.org/abs/2606.16600v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.16600v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>Expressive co-speech gestures are crucial for natural human--robot interaction, yet generating them on physical humanoid robots remains challenging because, unlike virtual avatars, robots must synchronize gestures with speech under strict kinematic and actuator constraints. We present \textbf{WaveSync}, a hybrid framework in which a Large Language Model decomposes dialogue responses into structured semantic schemas and assigns per-word importance weights, forming a continuous Semantic Importance Wave. Gesture trajectories are shaped through Dynamic Movement Primitives to ensure kinematic feasibility while enhancing expressiveness. A Wavefront Optimization stage aligns gesture stroke peaks with speech emphasis peaks and resolves residual temporal conflicts through gesture-duration compression and forward propagation. Experimental evaluation across five dialogue scenarios demonstrates effective gesture--speech alignment and favorable performance in both objective and subjective evaluations. The results further show that the key components of WaveSync contribute to producing gestures that are expressive, semantically grounded, and kinematically feasible. The code, resources, and videos are available at \href{https://github.com/pairs-lab/WaveSync}{WaveSync}.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-06-15T11:47:30Z</published>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Thang Tran Viet</name>
    </author>
    <author>
      <name>Thanh Nguyen Canh</name>
    </author>
    <author>
      <name>Gia Huy Uong</name>
    </author>
    <author>
      <name>Phuc Van Dinh</name>
    </author>
    <author>
      <name>Tan Viet Tuyen Nguyen</name>
    </author>
    <author>
      <name>Xiem HoangVan</name>
    </author>
    <author>
      <name>Nak Young Chong</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2606.15918v1</id>
    <title>Energy-Efficient Arm Reaching for a Humanoid Robot via Deep Reinforcement Learning with Identified Power Models</title>
    <updated>2026-06-14T16:46:18Z</updated>
    <link href="https://arxiv.org/abs/2606.15918v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.15918v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Humanoid robots performing in-field manipulation tasks, such as robotic apple harvesting, face severe energy constraints that directly limit the number of reaching motions that can be executed per battery charge. This paper presents an end-to-end, energy-aware reinforcement learning framework for the 7-degree-of-freedom left arm of the Unitree~G1 humanoid robot, combining a physics-based, experimentally identified electrical power model with a Soft Actor-Critic (SAC) policy trained in a Pinocchio-based rigid-body dynamics simulator. The RL policy operates on an incremental joint-position action space and is trained with a Hybrid Constellation Reward that combines a four-point end-effector constellation distance with a torque-norm energy proxy; after % $5\times10^6$ training it reaches a $69.9\%$ success rate over $1\,000$ random targets in kinematic simulation, at a mean energy of \SI{98.16}{\joule} on successful episodes. Finally, on the physical Unitree~G1, the policy is validated over three independent 10-target batches, achieving a mean energy of $71.5 \pm 48.3$\,J, an end-effector position error of $2.64 \pm 1.04$\,cm, and an orientation error of $6.92 \pm 1.33^\circ$ -- within the \SI{4}{\centi\metre}/$8.6^\circ$ training tolerance. These results constitute a first step toward energy-aware reinforcement-learning-based arm reaching for humanoid robots.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-06-14T16:46:18Z</published>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Nestor N. Deniz</name>
    </author>
    <author>
      <name>Simon Parsons</name>
    </author>
    <author>
      <name>Fernando Auat Cheein</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2606.09286v1</id>
    <title>VAIC: Vision-Guided Humanoid Agile Object Interaction Control via Decoupled Commands</title>
    <updated>2026-06-08T09:52:55Z</updated>
    <link href="https://arxiv.org/abs/2606.09286v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.09286v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Humanoid robots hold immense potential for real-world assistance, yet agile interaction with objects in unstructured environments demands tightly coupled whole-body coordination. Despite recent advancements, current controllers face a critical deployment gap. They rely heavily on dense reference trajectories and perfect state observability, which inherently limits physical generalization. We present Vision Guided Agile Interaction Control (VAIC), a unified framework that bridges this gap by operating exclusively on onboard depth, historical proprioception, and a decoupled user command interface. VAIC employs a two-stage distillation paradigm. First, a privileged teacher policy masters diverse interaction skills using precise object kinematics and exact environmental states. Second, a deployable student policy distills these capabilities by replacing full body tracking with velocity targets across multiple axes and an interaction indicator for each frame. The student utilizes a recurrent object adaptation module to implicitly infer unobservable object dynamics from raw depth streams and proprioception. Evaluations and real-world deployments on the humanoid robot demonstrate that a single VAIC policy successfully executes highly diverse dynamic tasks. These tasks include box carrying, cart interaction, and skateboarding, consistently outperforming baselines and advancing autonomous humanoid deployment.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-06-08T09:52:55Z</published>
    <arxiv:comment>Webpage: https://vaic-humanoid.github.io/</arxiv:comment>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Dongting Li</name>
    </author>
    <author>
      <name>Qianyang Wu</name>
    </author>
    <author>
      <name>Xingyu Chen</name>
    </author>
    <author>
      <name>Liang Li</name>
    </author>
    <author>
      <name>Yuhang Lin</name>
    </author>
    <author>
      <name>Sikai Wu</name>
    </author>
    <author>
      <name>Guoyao Zhang</name>
    </author>
    <author>
      <name>Mingliang Zhou</name>
    </author>
    <author>
      <name>Diyun Xiang</name>
    </author>
    <author>
      <name>Qiang Zhang</name>
    </author>
    <author>
      <name>Renjing Xu</name>
    </author>
    <author>
      <name>Jianzhu Ma</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2606.08107v1</id>
    <title>Ego-Pi: VLA Fine-Tuning for Ego-Centric Human and Robot Data</title>
    <updated>2026-06-06T11:14:21Z</updated>
    <link href="https://arxiv.org/abs/2606.08107v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.08107v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Robotics faces a fundamental challenge of data scarcity. Unlike language or vision research, there is no internet-scale dataset for robotic manipulation. A promising path forward is to leverage egocentric human data, which can be collected more easily, with greater breadth, and at a larger scale. Towards this end, we investigate key design choices for learning across human and humanoid embodiments equipped with dexterous five-finger hands, using the $π_{0.5}$ model as a foundation. Our results show that human data enables robots to learn new task semantics and compose existing skills into novel behaviors without corresponding robot data. The paper website is here: https://egopipaper.github.io/</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-06-06T11:14:21Z</published>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Ji Woong Kim</name>
    </author>
    <author>
      <name>Ke Wang</name>
    </author>
    <author>
      <name>Zipeng Fu</name>
    </author>
    <author>
      <name>Sirui Chen</name>
    </author>
    <author>
      <name>Cong Zhao</name>
    </author>
    <author>
      <name>Jeff Lai</name>
    </author>
    <author>
      <name>Chelsea Finn</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2606.08059v2</id>
    <title>Perceptive Behavior Foundation Model: Adapting Human Motion Priors to Robot-Centric Terrain</title>
    <updated>2026-06-15T15:19:43Z</updated>
    <link href="https://arxiv.org/abs/2606.08059v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.08059v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>Humanoid behavior foundation models aim to acquire reusable whole-body control policies from broad human motion priors, enabling a single controller to produce diverse and expressive behaviors. However, existing motion-centric foundation policies largely assume that the reference motion is already physically compatible with the robot's surroundings. This assumption breaks when the demonstrator, operator, and robot inhabit different environments: a human motion may specify the intended behavior, but not the footholds, clearance, body height, or contact timing required by the robot's local terrain. We introduce \emph{Perceptive Behavior Foundation Model} (Perceptive BFM), a terrain-aware humanoid control framework that grounds human motion priors in robot-centric perception. The model preserves raw kinematic motion references as the behavioral interface, while using local terrain observations to adapt contacts, posture, and timing. To provide scalable terrain supervision, we develop \emph{terrain-conformal reference synthesis} (TCRS), which converts locomotion-oriented human motion clips into terrain-consistent references through contact-aware foothold construction, foot-geometry-aware swing optimization, support-aware root reconstruction, collision repair, and multi-point inverse kinematics. We then train a blind adapted-reference teacher and transfer its terrain-conformal behavior to a deployed raw-reference student through target-frame action alignment. The student is an identity-gated Transformer tracker whose terrain features enter through residual pathways initialized to preserve the motion-tracking prior and trained to produce local corrections only when needed.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-06-06T08:46:44Z</published>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Zifan Wang</name>
    </author>
    <author>
      <name>Yizhao Li</name>
    </author>
    <author>
      <name>Teli Ma</name>
    </author>
    <author>
      <name>Qiang Zhang</name>
    </author>
    <author>
      <name>Yudong Fan</name>
    </author>
    <author>
      <name>Hao Xu</name>
    </author>
    <author>
      <name>Shuo Yang</name>
    </author>
    <author>
      <name>Junwei Liang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2606.06493v3</id>
    <title>HANDOFF: Humanoid Agentic Task-Space Whole-Body Control via Distilled Complementary Teachers</title>
    <updated>2026-06-09T07:34:32Z</updated>
    <link href="https://arxiv.org/abs/2606.06493v3" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.06493v3" rel="related" type="application/pdf" title="pdf"/>
    <summary>For a humanoid robot to be deployed in the real world, the choice of command space (i.e., the interface between task planning and whole-body control) is crucial. Existing whole-body controllers typically demand dense kinematic or spatial references that planners struggle to synthesize from task semantics. We instead propose a compact, explicit interface that is intuitive, general, modular, and expressive enough for diverse loco-manipulation skills. To this end, we introduce HANDOFF, a single humanoid whole-body controller that follows this interface and is distilled via multi-teacher KL distillation under a context-conditioned gating scheme into a mixture-of-experts student from three complementary specialists: whole-body motion tracking with safety-filtered data, locomotion, and fall-recovery. On the Unitree G1, HANDOFF matches state-of-the-art velocity tracking and offers one of the largest robust manipulation workspaces. We further demonstrate hardware feasibility through multiple natural-language-driven task roll-outs, powered by a VLM-driven agentic planner with no task-specific data or controller fine-tuning.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.LG" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-06-04T17:59:50Z</published>
    <arxiv:comment>22 pages, 9 figures, Project page: https://lzyang2000.github.io/HANDOFF/</arxiv:comment>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Lizhi Yang</name>
    </author>
    <author>
      <name>Junheng Li</name>
    </author>
    <author>
      <name>Nehar Poddar</name>
    </author>
    <author>
      <name>Yiling Hou</name>
    </author>
    <author>
      <name>Gio Huh</name>
    </author>
    <author>
      <name>Robert Griffin</name>
    </author>
    <author>
      <name>Georgia Gkioxari</name>
    </author>
    <author>
      <name>Aaron Ames</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2606.03834v2</id>
    <title>Let the Dynamics Flow: Stable Flow Matching Dynamical Systems</title>
    <updated>2026-07-07T20:38:28Z</updated>
    <link href="https://arxiv.org/abs/2606.03834v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.03834v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>Flow matching has recently emerged as a powerful approach for imitation learning, enabling scalable, expressive, and multimodal motion policies. However, when modeling these policies as dynamical systems, incorporating formal stability guarantees into these generative models is a prerequisite to ensure safe and generalizable robot behaviors, which remains a significant challenge. This paper introduces Stable Flow Matching Dynamical Systems (SFMDS), a novel framework that bridges the gap between highly expressive generative modeling and formal stability guarantees. SFMDS parametrizes dynamical systems via flow matching while constraining the model to satisfy positive invariance and/or Lyapunov stability conditions. We propose two variants: a soft constraint based on a penalty term, and a hard structural constraint embedded directly into the model architecture. We further extend both formulations to Lie groups to robustly handle orientation trajectories. Experiments on benchmark datasets, in simulation, and on a humanoid robot show that SFMDS learns stable, scalable, and multimodal dynamical systems in low- and high-dimensional state spaces, enabling safe and expressive robot motion generation. SFMDS matches or outperforms state-of-the-art methods on unimodal datasets, while substantially improving performance on multimodal datasets, where competing approaches fail to capture multi-modal behaviors. Accompanying source code and video are available at: https://let-the-dynamics-flow.github.io/SFMDS/.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-06-02T16:17:26Z</published>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Rodrigo Pérez-Dattari</name>
    </author>
    <author>
      <name>Francisco Leiva</name>
    </author>
    <author>
      <name>Andrea Testa</name>
    </author>
    <author>
      <name>Leonel Rozo</name>
    </author>
    <author>
      <name>Javier Ruiz del Solar</name>
    </author>
    <author>
      <name>Noémie Jaquier</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2606.03536v1</id>
    <title>Bionic Human-Motion Style Transfer for Physically Executable Whole-Body Control of Humanoid Robots</title>
    <updated>2026-06-02T11:59:01Z</updated>
    <link href="https://arxiv.org/abs/2606.03536v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.03536v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Expressive whole-body motion is important for humanoid robots operating in human environments, where robots are expected to move stably while presenting readable and adjustable body behaviors. However, most expressive motions are still obtained from fixed demonstrations or manually designed scripts, making it difficult to reuse a demonstrated style across different motion contents. Inspired by the way human motion styles convey affective and intentional cues through gait rhythm, posture, arm swing and body sway, this paper proposes a bionic generation-to-control framework for exemplar-driven style transfer on humanoid robots. Given a short human style exemplar and a target content motion, the proposed framework generates a stylized whole-body reference that preserves the intended motion content while transferring the demonstrated style. A physics-aware multi-condition latent diffusion model is developed to fuse style, content and trajectory conditions, and classifier-free guidance is used to adjust the style intensity without retraining. To improve hardware executability, contact-consistency and temporal-smoothness regularization are imposed on decoded motions during training. The generated references are then converted into G1-compatible robot references and executed by a preview-based whole-body tracking policy trained with a cluster-and-distill strategy. Simulation and Unitree G1 experiments show that the proposed method can transfer short human style exemplars to diverse robot motion contents, reduce contact and jitter artifacts compared with animation-oriented style-transfer baselines, and achieve a 96.0% success rate over 125 reported real-robot trials. The results demonstrate the feasibility of using short human motion exemplars as reusable bionic sources for physically executable expressive humanoid motion.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-06-02T11:59:01Z</published>
    <arxiv:comment>Project page: https://huangtc233.github.io/bionic-style-transfer/</arxiv:comment>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Tianchen Huang</name>
    </author>
    <author>
      <name>Mingkuan Zhao</name>
    </author>
    <author>
      <name>Yang Gao</name>
    </author>
    <author>
      <name>Feiyang Yuan</name>
    </author>
    <author>
      <name>Junchi Gu</name>
    </author>
    <author>
      <name>Xiaohu Zhang</name>
    </author>
    <author>
      <name>Dongdong Zhao</name>
    </author>
    <author>
      <name>Shi Yan</name>
    </author>
    <author>
      <name>Yu Wang</name>
    </author>
    <author>
      <name>Wei Gao</name>
    </author>
    <author>
      <name>Shiwu Zhang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2605.30282v1</id>
    <title>Gaze2Act: Gaze-Conditioned Vision-Language-Action Policies for Interactive Robot Manipulation</title>
    <updated>2026-05-28T17:37:16Z</updated>
    <link href="https://arxiv.org/abs/2605.30282v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2605.30282v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Vision-Language-Action (VLA) models have recently shown strong potential for robot learning by following language instructions. However, in practice, language alone is often insufficient to precisely convey human intent. It is difficult to describe which exact object to interact with among similar candidates, where to act on the object, or how the target may change during execution. To address this limitation, we propose Gaze2Act, a novel VLA framework that leverages human gaze as a dynamic and intuitive intent signal for complex interactive manipulation. Gaze2Act first bridges the ego-exo view gap by mapping first-person gaze into the robot's perspective through cross-view semantic matching, producing both an object mask and a gaze point for coarse-to-fine target specification. These cues are then integrated into the policy through perception-level prompting and action-level conditioning, allowing the robot to attend to relevant regions and execute precise interactions under dynamic intent. In a systematic evaluation across seven task categories and 16 real-robot tasks on a Unitree G1 humanoid, Gaze2Act achieves state-of-the-art performance in both intent accuracy and task success rate. It notably outperforms baselines in object disambiguation, fine-grained interaction, and dynamic intent steering. These results demonstrate that human gaze provides a natural, low-burden, and highly expressive modality for human-in-the-loop VLA control.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-28T17:37:16Z</published>
    <arxiv:comment>Project page: https://zuo-kuangji.github.io/Gaze2Act/</arxiv:comment>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Kuangji Zuo</name>
    </author>
    <author>
      <name>Gen Li</name>
    </author>
    <author>
      <name>Bofan Lyu</name>
    </author>
    <author>
      <name>Yanshuo Lu</name>
    </author>
    <author>
      <name>Boyu Ma</name>
    </author>
    <author>
      <name>Shijia Han</name>
    </author>
    <author>
      <name>Xinyu Zhou</name>
    </author>
    <author>
      <name>Xichen Yuan</name>
    </author>
    <author>
      <name>Chuhao Zhou</name>
    </author>
    <author>
      <name>Jiaqi Bai</name>
    </author>
    <author>
      <name>Geng Li</name>
    </author>
    <author>
      <name>Jianfei Yang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2605.28468v1</id>
    <title>EIT-Pneumatic Hybrid Robotic Skin for Practical and Accurate Force Map Reconstruction</title>
    <updated>2026-05-27T13:34:23Z</updated>
    <link href="https://arxiv.org/abs/2605.28468v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2605.28468v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>We present a hybrid robotic skin that combines electrical impedance tomography (EIT) with pneumatic tactile sensing to improve force reconstruction capability. The developed robotic skin is fabricated entirely by 3D printing and spray coating, making it affordable and easy to build. A Tikhonov-regularized inverse reconstruction, paired with per-pad pneumatic calibration, enables accurate large-area tactile sensing with a simple measurement scheme. For validation, we conducted load-cell indentation experiments; the results showed consistent force reconstruction across locations within a pad. Compared with an EIT-only baseline, sensitivity non-uniformity was also reduced, with the coefficient of variation decreasing from 0.31 to 0.14, indicating that the proposed approach addresses a longstanding limitation of EIT. We further demonstrated chest-mounted integration on a humanoid robot and found that the pneumatic signals remained reliable across diverse contact scenarios, including multiple simultaneous contacts on the same sensing pad. These results indicate a practical path toward accurate, scalable whole-body tactile sensing in real robotic systems.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-27T13:34:23Z</published>
    <arxiv:comment>8 pages, 8 figures. Accepted to IEEE International Conference on Robotics and Automation (ICRA) 2026. J. Cho, S. Bae, J. Ma contributed equally</arxiv:comment>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Junhwi Cho</name>
    </author>
    <author>
      <name>Sunggyu Bae</name>
    </author>
    <author>
      <name>Junghyeon Ma</name>
    </author>
    <author>
      <name>Hyosang Lee</name>
    </author>
    <author>
      <name>Jung Kim</name>
    </author>
    <author>
      <name>Kyungseo Park</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2605.24592v1</id>
    <title>MuGen: Multi-Skill Generative Locomotion Controller for Humanoid Robots</title>
    <updated>2026-05-23T14:06:06Z</updated>
    <link href="https://arxiv.org/abs/2605.24592v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2605.24592v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>This paper presents MuGen, a data-driven framework for learning and deploying multi-skill locomotion on humanoid robots. MuGen enables a robot to perform expressive motions like humans under the guidance of example motion sequences. To achieve this, we employ vector-quantized autoencoders (VQ-VAEs) trained with model-based reinforcement learning, resulting in a generative representation of locomotion that captures key patterns of human motion from hours of heterogeneous human performance data. We employ a teacher-student learning framework and develop a new policy distillation strategy to enable a deployable student policy learning this efficient latent representation. This policy allows the robot to track and mimic unseen human motions and further enables the robot to reuse the learned latent space for other tasks. We demonstrate the effectiveness of our framework through a diverse set of motions and accurate execution.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-23T14:06:06Z</published>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Yusen Feng</name>
    </author>
    <author>
      <name>Xiang Wang</name>
    </author>
    <author>
      <name>Heyuan Yao</name>
    </author>
    <author>
      <name>Zixi Kang</name>
    </author>
    <author>
      <name>Xinyu Huo</name>
    </author>
    <author>
      <name>Boyang Yu</name>
    </author>
    <author>
      <name>Pengyun Qiu</name>
    </author>
    <author>
      <name>Ruijie Zhao</name>
    </author>
    <author>
      <name>Baoquan Chen</name>
    </author>
    <author>
      <name>Libin Liu</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2605.23240v1</id>
    <title>Signal Temporal Logic Motion Planning via Graphs of Convex Sets</title>
    <updated>2026-05-22T05:19:43Z</updated>
    <link href="https://arxiv.org/abs/2605.23240v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2605.23240v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>This paper investigates continuous-time motion planning under Signal Temporal Logic (STL) specifications. The goal is to generate smooth robot trajectories that satisfy high-level logical and timing requirements while respecting low-level motion constraints. To this end, we propose an efficient framework that combines timed-automata reasoning with graphs of convex sets (GCS). An STL specification is first represented by a timed automaton, which is then coupled with a convex decomposition of the configuration space to form a joint transition system encoding both task progress and region occupancy. Based on this joint transition system, the STL motion-planning problem is reformulated as a shortest-path problem over a GCS, whose solution induces a smooth Bézier-spline trajectory satisfying the STL specification, smoothness requirements, and velocity bounds. We establish the soundness of the proposed formulation and analyze its computational complexity, showing that, once the timed automaton and convex decomposition are fixed, the convex relaxation scales polynomially with the configuration-space dimension and the Bézier degree. We further develop a compact timed-automaton construction for an expressive STL fragment using dedicated templates and Boolean composition. Numerical experiments on low-dimensional benchmarks, a $3$-D quadrotor, a $30$-DoF humanoid, and a hardware experiment on a UR-3 robot arm demonstrate that the proposed method efficiently solves complex STL motion-planning problems and produces smooth executable trajectories.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <category term="eess.SY" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-22T05:19:43Z</published>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Yu Chen</name>
    </author>
    <author>
      <name>Ancheng Hou</name>
    </author>
    <author>
      <name>Mingyang Feng</name>
    </author>
    <author>
      <name>Xiao Yu</name>
    </author>
    <author>
      <name>Xiang Yin</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2606.00066v1</id>
    <title>DUET: Unified Dual-Space Emotion Control for Diffusion and Flow-Matching Driven Text-to-Speech</title>
    <updated>2026-05-20T07:46:16Z</updated>
    <link href="https://arxiv.org/abs/2606.00066v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.00066v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Diffusion and flow-matching based text-to-speech (TTS) models excel in naturalness but often lack explicit emotion control, as emotional signals remain entangled with speaker identity. We discover that emotion embedding emerges as a linearly decodable direction of frozen hidden states, nearly orthogonal to the direction embedding speaker identity. This inspires a plug-and-play framework DUET for emotion control over pretrained diffusion and flow-matching based TTS models. During generation, DUET unifies dual-space control to achieve fine-grained emotion intervention in a single per-step update: hidden space steering shifts generation along the target emotion direction, while mel-space guidance refines spectral details through gradients backpropagated from a differentiable vocoder. We validate DUET on five architecturally diverse pretrained TTS backbones across three datasets, where it outperforms 10 supervised state-of-the-art emotional TTS baselines across paradigms and achieves the highest human-rated emotion appropriateness. To further showcase its qualitative behavior, we deploy DUET on an Ameca humanoid robot, where it produces richly expressive emotional speech on the humanoid, demonstrating the strong potential for plug-and-play affective interaction for embodied agents.</summary>
    <category term="cs.SD" scheme="http://arxiv.org/schemas/atom"/>
    <category term="eess.AS" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-20T07:46:16Z</published>
    <arxiv:primary_category term="cs.SD"/>
    <author>
      <name>Xu Zhang</name>
    </author>
    <author>
      <name>Longbing Cao</name>
    </author>
    <author>
      <name>Zhangkai Wu</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2605.18238v1</id>
    <title>Non-Colliding Biometric Identities for Digital Entities: Geometry, Capacity, and Million-Scale Virtual Identity Provisioning</title>
    <updated>2026-05-18T11:32:12Z</updated>
    <link href="https://arxiv.org/abs/2605.18238v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2605.18238v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Digital entities such as AI agents and humanoid robots increasingly operate alongside real humans, yet their identity infrastructure is based on credentials rather than embodied biometric identity. We introduce Biometric Identity Provisioning (BIP), a new problem and solution framework that addresses: given an enrollment gallery of real human identities, provision virtual identities that are non-colliding with every enrolled identity, maintain sufficient inter-class separability, and are realizable as high-fidelity face images. The key geometric insight is that real face identities occupy a low-dimensional subspace of the embedding hypersphere, leaving no residual subspace for virtual identities. Hence, virtual identities must instead be allocated as unclaimed gaps within the real face manifold itself. BIP is therefore a constrained packing problem: available gaps vastly exceed any foreseeable enrollment scale, and provisioned identities remain non-colliding even as new real identities are subsequently enrolled. Grounded in this geometry, our repulsion-based allocation is not bounded by any fixed provisioning count; we demonstrate 10M non-colliding virtual identity embeddings against a gallery of 360K real identities. Realizing these embeddings as face images requires a generator that operates outside the training distribution of real face images; we introduce GapGen, a gap-aware generator trained with a curriculum that progressively extends synthesis into non-colliding regions, validated at 1M photorealistic virtual face images. We further construct v-LFW, a virtual counterpart to LFW face dataset, with protocols for virtual face verification, cross-reality matching, real-vs-virtual detection, and unified recognition and detection.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-18T11:32:12Z</published>
    <arxiv:comment>25 pages, 11 figures</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Yuyang Ji</name>
    </author>
    <author>
      <name>Yixuan Shen</name>
    </author>
    <author>
      <name>Anil Jain</name>
    </author>
    <author>
      <name>Xiaoming Liu</name>
    </author>
    <author>
      <name>Feng Liu</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2605.12347v1</id>
    <title>Real-Time Whole-Body Teleoperation of a Humanoid Robot Using IMU-Based Motion Capture with Sim2Sim and Sim2Real Validation</title>
    <updated>2026-05-12T16:22:17Z</updated>
    <link href="https://arxiv.org/abs/2605.12347v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2605.12347v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Stable, low-latency whole-body teleoperation of humanoid robots is an open research challenge, complicated by kinematic mismatches between human and robot morphologies, accumulated inertial sensor noise, non-trivial control latency, and persistent sim-to-real transfer gaps. This paper presents a complete real-time whole-body teleoperation system that maps human motion, recorded with a Virdyn IMU-based full-body motion capture suit, directly onto a Unitree G1 humanoid robot. We introduce a custom motion-processing, kinematic retargeting, and control pipeline engineered for continuous, low-latency operation without any offline buffering or learning-based components. The system is first validated in simulation using the MuJoCo physics model of the Unitree G1 (sim2sim), and then deployed without modification on the physical platform (sim2real). Experimental results demonstrate stable, synchronized reproduction of a broad motion repertoire, including walking, standing, sitting, turning, bowing, and coordinated expressive full-body gestures. This work establishes a practical, scalable framework for whole-body humanoid teleoperation using commodity wearable motion capture hardware.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-12T16:22:17Z</published>
    <arxiv:comment>8 pages, 4 figures</arxiv:comment>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Hamza Ahmed Durrani</name>
    </author>
    <author>
      <name>Suleman Khan</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2605.11825v1</id>
    <title>Mapping Embodied Affective Touch Strategies on a Humanoid Robot</title>
    <updated>2026-05-12T09:13:10Z</updated>
    <link href="https://arxiv.org/abs/2605.11825v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2605.11825v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Affective touch in human-robot interaction is shaped not only by emotional intent, but also by robot embodiment, including touch location, physical constraints, and perceived agency or social role. Existing HRI studies typically focus on one or two isolated body parts, limiting understanding of how affective touch generalises across the full humanoid body. We present a study with 32 participants interacting with the iCub robot, which is equipped with full-body distributed tactile sensors. Participants expressed eight emotions under three conditions: free touch, arm-only touch, and torso-only touch. Results show that body region and spatial constraints jointly shaped both touch location and dynamics. In free touch, participants preferred socially accessible upper-body regions, while less frequently touched areas showed stronger emotion-specific selectivity. Emotion-related variation was more evident in motion features for arm-only touch and pressure features for torso-only touch. Touch strategies also did not transfer directly between free and constrained conditions, even within the same coarse body region. Participants reported increased closeness to the robot after interaction, with around 30 percent reporting a change in perceived social relationship. Together, these findings show that affective touch expression is strongly body-region dependent and shaped by embodiment constraints.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-12T09:13:10Z</published>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Qiaoqiao Ren</name>
    </author>
    <author>
      <name>Omar Eldardeer</name>
    </author>
    <author>
      <name>Francesca Cocchella</name>
    </author>
    <author>
      <name>Rea Francesco</name>
    </author>
    <author>
      <name>Alessandra Sciutti</name>
    </author>
    <author>
      <name>Tony Belpaeme</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2604.19102v1</id>
    <title>Multi-Gait Learning for Humanoid Robots Using Reinforcement Learning with Selective Adversarial Motion Prior</title>
    <updated>2026-04-21T05:26:20Z</updated>
    <link href="https://arxiv.org/abs/2604.19102v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2604.19102v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Learning diverse locomotion skills for humanoid robots in a unified reinforcement learning framework remains challenging due to the conflicting requirements of stability and dynamic expressiveness across different gaits. We present a multi-gait learning approach that enables a humanoid robot to master five distinct gaits -- walking, goose-stepping, running, stair climbing, and jumping -- using a consistent policy structure, action space, and reward formulation. The key contribution is a selective Adversarial Motion Prior (AMP) strategy: AMP is applied to periodic, stability-critical gaits (walking, goose-stepping, stair climbing) where it accelerates convergence and suppresses erratic behavior, while being deliberately omitted for highly dynamic gaits (running, jumping) where its regularization would over-constrain the motion. Policies are trained via PPO with domain randomization in simulation and deployed on a physical 12-DOF humanoid robot through zero-shot sim-to-real transfer. Quantitative comparisons demonstrate that selective AMP outperforms a uniform AMP policy across all five gaits, achieving faster convergence, lower tracking error, and higher success rates on stability-focused gaits without sacrificing the agility required for dynamic ones.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-04-21T05:26:20Z</published>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Yuanye Wu</name>
    </author>
    <author>
      <name>Keyi Wang</name>
    </author>
    <author>
      <name>Linqi Ye</name>
    </author>
    <author>
      <name>Boyang Xing</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2604.03999v1</id>
    <title>Dynamic Whole-Body Dancing with Humanoid Robots -- A Model-Based Control Approach</title>
    <updated>2026-04-05T07:17:33Z</updated>
    <link href="https://arxiv.org/abs/2604.03999v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2604.03999v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>This paper presents an integrated model-based framework for generating and executing dynamic whole-body dance motions on humanoid robots. The framework operates in two stages: offline motion generation and online motion execution, both leveraging future state prediction to enable robust and dynamic dance motions in real-world environments. In the offline motion generation stage, human dance demonstrations are captured via a motion capture (MoCap) system, retargeted to the robot by solving a Quadratic Programming (QP) problem, and further refined using Trajectory Optimization (TO) to ensure dynamic feasibility. In the online motion execution stage, a centroidal dynamics-based Model Predictive Control (MPC) framework tracks the planned motions in real time and proactively adjusts swing foot placement to adapt to real world disturbances. We validate our framework on the full-size humanoid robot Kuavo 4Pro, demonstrating the dynamic dance motions both in simulation and in a four-minute live public performance with a team of four robots. Experimental results show that longer prediction horizons improve both motion expressiveness in planning and stability in execution.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-04-05T07:17:33Z</published>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Shibowen Zhang</name>
    </author>
    <author>
      <name>Jiayang Wu</name>
    </author>
    <author>
      <name>Guannan Liu</name>
    </author>
    <author>
      <name>Helin Zhu</name>
    </author>
    <author>
      <name>Junjie Liu</name>
    </author>
    <author>
      <name>Zhehan Li</name>
    </author>
    <author>
      <name>Junhong Guo</name>
    </author>
    <author>
      <name>Xiaokun Leng</name>
    </author>
    <author>
      <name>Hangxin Liu</name>
    </author>
    <author>
      <name>Jingwen Zhang</name>
    </author>
    <author>
      <name>Jikai Wang</name>
    </author>
    <author>
      <name>Zonghai Chen</name>
    </author>
    <author>
      <name>Zhicheng He</name>
    </author>
    <author>
      <name>Jiayi Wang</name>
    </author>
    <author>
      <name>Yao Su</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2604.03139v1</id>
    <title>FSUNav: A Cerebrum-Cerebellum Architecture for Fast, Safe, and Universal Zero-Shot Goal-Oriented Navigation</title>
    <updated>2026-04-03T16:01:58Z</updated>
    <link href="https://arxiv.org/abs/2604.03139v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2604.03139v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Current vision-language navigation methods face substantial bottlenecks regarding heterogeneous robot compatibility, real-time performance, and navigation safety. Furthermore, they struggle to support open-vocabulary semantic generalization and multimodal task inputs. To address these challenges, this paper proposes FSUNav: a Cerebrum-Cerebellum architecture for fast, safe, and universal zero-shot goal-oriented navigation, which innovatively integrates vision-language models (VLMs) with the proposed architecture. The cerebellum module, a high-frequency end-to-end module, develops a universal local planner based on deep reinforcement learning, enabling unified navigation across heterogeneous platforms (e.g., humanoid, quadruped, wheeled robots) to improve navigation efficiency while significantly reducing collision risk. The cerebrum module constructs a three-layer reasoning model and leverages VLMs to build an end-to-end detection and verification mechanism, enabling zero-shot open-vocabulary goal navigation without predefined IDs and improving task success rates in both simulation and real-world environments. Additionally, the framework supports multimodal inputs (e.g., text, target descriptions, and images), further enhancing generalization, real-time performance, safety, and robustness. Experimental results on MP3D, HM3D, and OVON benchmarks demonstrate that FSUNav achieves state-of-the-art performance on object, instance image, and task navigation, significantly outperforming existing methods. Real-world deployments on diverse robotic platforms further validate its robustness and practical applicability.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-04-03T16:01:58Z</published>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Mingao Tan</name>
    </author>
    <author>
      <name>Yiyang Li</name>
    </author>
    <author>
      <name>Shanze Wang</name>
    </author>
    <author>
      <name>Xinming Zhang</name>
    </author>
    <author>
      <name>Wei Zhang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2603.29452v3</id>
    <title>CReF: Cross-modal and Recurrent Fusion for Depth-conditioned Humanoid Locomotion</title>
    <updated>2026-07-27T11:54:05Z</updated>
    <link href="https://arxiv.org/abs/2603.29452v3" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2603.29452v3" rel="related" type="application/pdf" title="pdf"/>
    <summary>Stable traversal over geometrically complex terrain increasingly requires exteroceptive perception, yet prior perceptive humanoid locomotion methods often remain tied to explicit geometric abstractions, either by mediating control through robot-centric 2.5D terrain representations or by shaping depth learning with auxiliary geometry-related targets. While effective, these approaches introduce additional map-construction procedures or multi-stage skill-transfer processes beyond direct depth-to-control learning. We propose CReF (Cross-modal and Recurrent Fusion), a single-stage depth-conditioned humanoid locomotion framework that learns locomotion-relevant features directly from raw forward-facing depth without explicit geometric intermediates. CReF couples proprioception and depth tokens through proprioception-queried cross-modal attention, fuses the resulting representation with a gated residual fusion block, and performs temporal integration with a Gated Recurrent Unit (GRU) regulated by a highway-style output gate for state-dependent blending of recurrent and feedforward features. To further improve terrain interaction, we introduce a terrain-aware foothold placement reward that extracts supportable foothold candidates from foot-end point-cloud samples and rewards touchdown locations that lie close to the nearest supportable candidate. Experiments in simulation and on a physical humanoid demonstrate robust traversal over diverse terrains and effective zero-shot transfer to real-world scenes containing handrails, hollow pallet assemblies, severe reflective interference, and visually cluttered outdoor surroundings.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-03-31T08:56:29Z</published>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Yuan Hao</name>
    </author>
    <author>
      <name>Ruiqi Yu</name>
    </author>
    <author>
      <name>Shixin Luo</name>
    </author>
    <author>
      <name>Guoteng Zhang</name>
    </author>
    <author>
      <name>Jun Wu</name>
    </author>
    <author>
      <name>Qiuguo Zhu</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2603.25646v1</id>
    <title>A Mentalistic Interface for Probing Folk-Psychological Attribution to Non-Humanoid Robots</title>
    <updated>2026-03-26T16:59:05Z</updated>
    <link href="https://arxiv.org/abs/2603.25646v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2603.25646v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>This paper presents an experimental platform for studying intentional-state attribution toward a non-humanoid robot. The system combines a simulated robot, realistic task environments, and large language model-based explanatory layers that can express the same behavior in mentalistic, teleological, or mechanistic terms. By holding behavior constant while varying the explanatory frame, the platform provides a controlled way to investigate how language and framing shape the adoption of the intentional stance in robotics.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.HC" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-03-26T16:59:05Z</published>
    <arxiv:comment>Preprint submitted to IEEE. 8 pages, 21 figures</arxiv:comment>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Giulio Pisaneschi</name>
    </author>
    <author>
      <name>Pierpaolo Serio</name>
    </author>
    <author>
      <name>Estelle Gerbier</name>
    </author>
    <author>
      <name>Andrea Dan Ryals</name>
    </author>
    <author>
      <name>Lorenzo Pollini</name>
    </author>
    <author>
      <name>Mario G. C. A. Cimino</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2603.23271v1</id>
    <title>A Multimodal Framework for Human-Multi-Agent Interaction</title>
    <updated>2026-03-24T14:35:40Z</updated>
    <link href="https://arxiv.org/abs/2603.23271v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2603.23271v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Human-robot interaction is increasingly moving toward multi-robot, socially grounded environments. Existing systems struggle to integrate multimodal perception, embodied expression, and coordinated decision-making in a unified framework. This limits natural and scalable interaction in shared physical spaces. We address this gap by introducing a multimodal framework for human-multi-agent interaction in which each robot operates as an autonomous cognitive agent with integrated multimodal perception and Large Language Model (LLM)-driven planning grounded in embodiment. At the team level, a centralized coordination mechanism regulates turn-taking and agent participation to prevent overlapping speech and conflicting actions. Implemented on two humanoid robots, our framework enables coherent multi-agent interaction through interaction policies that combine speech, gesture, gaze, and locomotion. Representative interaction runs demonstrate coordinated multimodal reasoning across agents and grounded embodied responses. Future work will focus on larger-scale user studies and deeper exploration of socially grounded multi-agent interaction dynamics.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-03-24T14:35:40Z</published>
    <arxiv:comment>4 pages, 3 figures. Accepted at ACM/IEEE HRI 2026 Workshop (MAgicS-HRI)</arxiv:comment>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Shaid Hasan</name>
    </author>
    <author>
      <name>Breenice Lee</name>
    </author>
    <author>
      <name>Sujan Sarker</name>
    </author>
    <author>
      <name>Tariq Iqbal</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2603.22759v1</id>
    <title>Human vs. NAO: A Computational-Behavioral Framework for Quantifying Social Orienting in Autism and Typical Development</title>
    <updated>2026-03-24T03:37:28Z</updated>
    <link href="https://arxiv.org/abs/2603.22759v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2603.22759v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Responding to one's name is among the earliest-emerging social orienting behaviors and is one of the most prominent aspects in the detection of Autism Spectrum Disorder (ASD). Typically developing children exhibit near-reflexive orienting to their name, whereas children with ASD often demonstrate reduced frequency, increased latency, or atypical patterns of response. In this study, we examine differential responsiveness to quantify name-calling stimuli delivered by both human agents and NAO, a humanoid robot widely employed in socially assistive interventions for autism. The analysis focuses on multiple behavioral parameters, including eye contact, response latency, head and facial orientation shifts, and duration of sustained interest. Video-based computational methods were employed, incorporating face detection, eye region tracking, and spatio-temporal facial analysis, to obtain fine-grained measures of children's responses. By comparing neurotypical and neuroatypical groups under controlled human-robot conditions, this work aims to understand how the source and modality of social cues affect attentional dynamics in name-calling contexts. The findings advance both the theoretical understanding of social orienting deficits in autism and the applied development of robot-assisted assessment tools.</summary>
    <category term="cs.HC" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-03-24T03:37:28Z</published>
    <arxiv:primary_category term="cs.HC"/>
    <author>
      <name>Vartika Narayani Srinet</name>
    </author>
    <author>
      <name>Anirudha Bhattacharjee</name>
    </author>
    <author>
      <name>Braj Bhushan</name>
    </author>
    <author>
      <name>Bishakh Bhattacharya</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2603.19709v2</id>
    <title>Morphology-Consistent Humanoid Interaction through Robot-Centric Video Synthesis</title>
    <updated>2026-03-24T08:42:32Z</updated>
    <link href="https://arxiv.org/abs/2603.19709v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2603.19709v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>Equipping humanoid robots with versatile interaction skills typically requires either extensive policy training or explicit human-to-robot motion retargeting. However, learning-based policies face prohibitive data collection costs. Meanwhile, retargeting relies on human-centric pose estimation (e.g., SMPL), introducing a morphology gap. Skeletal scale mismatches result in severe spatial misalignments when mapped to robots, compromising interaction success. In this work, we propose Dream2Act, a robot-centric framework enabling zero-shot interaction through generative video synthesis. Given a third-person image of the robot and target object, our framework leverages video generation models to envision the robot completing the task with morphology-consistent motion. We employ a high-fidelity pose extraction system to recover physically feasible, robot-native joint trajectories from these synthesized dreams, subsequently executed via a general-purpose whole-body controller. Operating strictly within the robot-native coordinate space, Dream2Act avoids retargeting errors and eliminates task-specific policy training. We evaluate Dream2Act on the Unitree G1 across four whole-body mobile interaction tasks: ball kicking, sofa sitting, bag punching, and box hugging. Dream2Act achieves a 37.5% overall success rate, compared to 0% for conventional retargeting. While retargeting fails to establish correct physical contacts due to the morphology gap (with errors compounded during locomotion), Dream2Act maintains robot-consistent spatial alignment, enabling reliable contact formation and substantially higher task completion.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-03-20T07:27:09Z</published>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Weisheng Xu</name>
    </author>
    <author>
      <name>Jian Li</name>
    </author>
    <author>
      <name>Yi Gu</name>
    </author>
    <author>
      <name>Bin Yang</name>
    </author>
    <author>
      <name>Haodong Chen</name>
    </author>
    <author>
      <name>Shuyi Lin</name>
    </author>
    <author>
      <name>Mingqian Zhou</name>
    </author>
    <author>
      <name>Jing Tan</name>
    </author>
    <author>
      <name>Qiwei Wu</name>
    </author>
    <author>
      <name>Xiangrui Jiang</name>
    </author>
    <author>
      <name>Taowen Wang</name>
    </author>
    <author>
      <name>Jiawen Wen</name>
    </author>
    <author>
      <name>Qiwei Liang</name>
    </author>
    <author>
      <name>Jiaxi Zhang</name>
    </author>
    <author>
      <name>Renjing Xu</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2603.18771v1</id>
    <title>Empathetic Motion Generation for Humanoid Educational Robots via Reasoning-Guided Vision--Language--Motion Diffusion Architecture</title>
    <updated>2026-03-19T11:26:04Z</updated>
    <link href="https://arxiv.org/abs/2603.18771v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2603.18771v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>This article suggests a reasoning-guided vision-language-motion diffusion framework (RG-VLMD) for generating instruction-aware co-speech gestures for humanoid robots in educational scenarios. The system integrates multi-modal affective estimation, pedagogical reasoning, and teaching-act-conditioned motion synthesis to enable adaptive and semantically consistent robot behavior. A gated mixture-of-experts model predicts Valence/Arousal from input text, visual, and acoustic features, which then mapped to discrete teaching-act categories through an affect-driven policy.These signals condition a diffusion-based motion generator using clip-level intent and frame-level instructional schedules via additive latent restriction with auxiliary action-group supervision. Compared to a baseline diffusion model, our proposed method produces more structured and distinctive motion patterns, as verified by motion statics and pairwise distance analysis. Generated motion sequences remain physically plausible and can be retargeted to a NAO robot for real-time execution. The results reveal that reasoning-guided instructional conditioning improves gesture controllability and pedagogical expressiveness in educational human-robot interaction.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-03-19T11:26:04Z</published>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Fuze Sun</name>
    </author>
    <author>
      <name>Lingyu Li</name>
    </author>
    <author>
      <name>Lekan Dai</name>
    </author>
    <author>
      <name>Xinyu Fan</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2603.19305v3</id>
    <title>PhyGile: Physics-Prefix Guided Motion Generation for Agile General Humanoid Motion Tracking</title>
    <updated>2026-08-30T07:05:17Z</updated>
    <link href="https://arxiv.org/abs/2603.19305v3" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2603.19305v3" rel="related" type="application/pdf" title="pdf"/>
    <summary>Humanoid robots are expected to execute agile and expressive whole-body motions in real-world settings. Existing text-to-motion generation models are predominantly trained on captured human motion datasets, whose priors assume human biomechanics, actuation, mass distribution, and contact strategies. When such motions are directly retargeted to humanoid robots, the resulting trajectories may satisfy geometric constraints (e.g., joint limits and pose continuity) and appear kinematically reasonable. However, they frequently violate the physical feasibility required for real-world execution. To address these issues, we present PhyGile, a unified framework that closes the loop between robot-native motion generation and General Motion Tracking (GMT). PhyGile performs physics-prefix-guided robot-native motion generation at inference time, directly generating robot-native motions in a 262-dimensional skeletal space with physics-guided prefixes, thereby eliminating inference-time retargeting artifacts and reducing generation-execution discrepancies. Before physics-prefix adaptation, we train the GMT controller with a curriculum-based mixture-of-experts scheme, followed by post-training on unlabeled motion data to improve robustness over large-scale robot motions. During physics-prefix adaptation, the GMT controller is further fine-tuned with generated objectives under physics-derived prefixes, enabling agile and stable execution of complex motions on real robots. Extensive offline and real-robot experiments demonstrate that PhyGile expands the frontier of text-driven humanoid control, enabling stable tracking of agile, highly difficult whole-body motions that go well beyond walking and low-dynamic motions typically achieved by prior methods.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-03-13T06:43:44Z</published>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Jiacheng Bao</name>
    </author>
    <author>
      <name>Haoran Yang</name>
    </author>
    <author>
      <name>Yucheng Xin</name>
    </author>
    <author>
      <name>Junhong Liu</name>
    </author>
    <author>
      <name>Yuecheng Xu</name>
    </author>
    <author>
      <name>Han Liang</name>
    </author>
    <author>
      <name>Pengfei Han</name>
    </author>
    <author>
      <name>Xiaoguang Ma</name>
    </author>
    <author>
      <name>Dong Wang</name>
    </author>
    <author>
      <name>Bin Zhao</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2603.07928v1</id>
    <title>Omnidirectional Humanoid Locomotion on Stairs via Unsafe Stepping Penalty and Sparse LiDAR Elevation Mapping</title>
    <updated>2026-03-09T03:48:32Z</updated>
    <link href="https://arxiv.org/abs/2603.07928v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2603.07928v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Humanoid robots, characterized by numerous degrees of freedom and a high center of gravity, are inherently unstable. Safe omnidirectional locomotion on stairs requires both omnidirectional terrain perception and reliable foothold selection. Existing methods often rely on forward-facing depth cameras, which create blind zones that restrict omnidirectional mobility. Furthermore, sparse post-contact unsafe stepping penalties lead to low learning efficiency and suboptimal strategies. To realize safe stair-traversal gaits, this paper introduces a single-stage training framework incorporating a dense unsafe stepping penalty that provides continuous feedback as the foot approaches a hazardous placement. To obtain stable and reliable elevation maps, we build a rolling point-cloud mapping system with spatiotemporal confidence decay and a self-protection zone mechanism, producing temporally consistent local maps. These maps are further refined by an Edge-Guided Asymmetric U-Net (EGAU), which mitigates reconstruction distortion caused by sparse LiDAR returns on stair risers. Simulation and real-robot experiments show that the proposed method achieves a near-100\% safe stepping rate on stair terrains in simulation, while maintaining a remarkably high safe stepping rate in real-world deployments. Furthermore, it completes a continuous long-distance walking test on complex outdoor terrains, demonstrating reliable sim-to-real transfer and long-term stability.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-03-09T03:48:32Z</published>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Yuzhi Jiang</name>
    </author>
    <author>
      <name>Yujun Liang</name>
    </author>
    <author>
      <name>Junhao Li</name>
    </author>
    <author>
      <name>Han Ding</name>
    </author>
    <author>
      <name>Lijun Zhu</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2603.03067v2</id>
    <title>CMoE: Contrastive Mixture of Experts for Motion Control and Terrain Adaptation of Humanoid Robots</title>
    <updated>2026-09-10T10:10:28Z</updated>
    <link href="https://arxiv.org/abs/2603.03067v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2603.03067v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>For effective deployment in real-world environments, humanoid robots must autonomously navigate a diverse range of complex terrains with abrupt transitions. While the Vanilla mixture of experts (MoE) framework is theoretically capable of modeling diverse terrain features, in practice, the gating network exhibits nearly uniform expert activations across different terrains, weakening the expert specialization and limiting the model's expressive power. To address this limitation, we introduce CMoE, a novel single-stage reinforcement learning framework that integrates contrastive learning to refine expert activation distributions. By imposing contrastive constraints, CMoE maximizes the consistency of expert activations within the same terrain while minimizing their similarity across different terrains, thereby encouraging experts to specialize in distinct terrain types. We validated our approach on the Unitree G1 humanoid robot through a series of challenging experiments. Results demonstrate that CMoE enables the robot to traverse continuous steps up to 20 cm high and gaps up to 80 cm wide, while achieving robust and natural gait across diverse mixed terrains, surpassing the limits of existing methods. To support further research and foster community development, we release our code publicly.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-03-03T15:06:30Z</published>
    <arxiv:comment>Accepted at the IEEE International Conference on Robotics and Automation (ICRA), 2026</arxiv:comment>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Shihao Ma</name>
    </author>
    <author>
      <name>Hongjin Chen</name>
    </author>
    <author>
      <name>Zijun Xu</name>
    </author>
    <author>
      <name>Yi Zhao</name>
    </author>
    <author>
      <name>Ke Wu</name>
    </author>
    <author>
      <name>Ruichen Yang</name>
    </author>
    <author>
      <name>Leyao Zou</name>
    </author>
    <author>
      <name>Zhongxue Gan</name>
    </author>
    <author>
      <name>Wenchao Ding</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2602.15827v2</id>
    <title>Perceptive Humanoid Parkour: Chaining Dynamic Human Skills via Motion Matching</title>
    <updated>2026-05-06T20:45:29Z</updated>
    <link href="https://arxiv.org/abs/2602.15827v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2602.15827v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>While recent advances in humanoid locomotion have achieved stable walking on varied terrains, capturing the agility and adaptivity of highly dynamic human motions remains an open challenge. In particular, agile parkour in complex environments demands not only low-level robustness, but also human-like motion expressiveness, long-horizon skill composition, and perception-driven decision-making. In this paper, we present Perceptive Humanoid Parkour (PHP), a modular framework that enables humanoid robots to autonomously perform long-horizon, vision-based parkour across challenging obstacle courses. Our approach first leverages motion matching, formulated as nearest-neighbor search in a feature space, to compose retargeted atomic human skills into long-horizon kinematic trajectories. This framework enables the flexible composition and smooth transition of complex skill chains while preserving the elegance and fluidity of dynamic human motions. Next, we train motion-tracking reinforcement learning (RL) expert policies for these composed motions, and distill them into a single depth-based, multi-skill student policy, using a combination of DAgger and RL. Crucially, the combination of perception and skill composition enables autonomous, context-aware decision-making: using only onboard depth sensing and a discrete 2D velocity command, the robot selects and executes whether to step over, climb onto, vault or roll off obstacles of varying geometries and heights. We validate our framework with extensive real-world experiments on a Unitree G1 humanoid robot, demonstrating highly dynamic parkour skills such as climbing tall obstacles up to 1.25m (96% robot height), as well as long-horizon multi-obstacle traversal with closed-loop adaptation to real-time obstacle perturbations.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.LG" scheme="http://arxiv.org/schemas/atom"/>
    <category term="eess.SY" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-02-17T18:59:11Z</published>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Zhen Wu</name>
    </author>
    <author>
      <name>Xiaoyu Huang</name>
    </author>
    <author>
      <name>Lujie Yang</name>
    </author>
    <author>
      <name>Yuanhang Zhang</name>
    </author>
    <author>
      <name>Xi Chen</name>
    </author>
    <author>
      <name>Pieter Abbeel</name>
    </author>
    <author>
      <name>Rocky Duan</name>
    </author>
    <author>
      <name>Angjoo Kanazawa</name>
    </author>
    <author>
      <name>Carmelo Sferrazza</name>
    </author>
    <author>
      <name>Guanya Shi</name>
    </author>
    <author>
      <name>C. Karen Liu</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2602.07506v2</id>
    <title>VividFace: Real-Time and Realistic Facial Expression Shadowing for Humanoid Robots</title>
    <updated>2026-02-14T10:07:17Z</updated>
    <link href="https://arxiv.org/abs/2602.07506v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2602.07506v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>Humanoid facial expression shadowing enables robots to realistically imitate human facial expressions in real time, which is critical for lifelike, facially expressive humanoid robots and affective human-robot interaction. Existing progress in humanoid facial expression imitation remains limited, often failing to achieve either real-time performance or realistic expressiveness due to offline video-based inference designs and insufficient ability to capture and transfer subtle expression details. To address these limitations, we present VividFace, a real-time and realistic facial expression shadowing system for humanoid robots. An optimized imitation framework X2CNet++ enhances expressiveness by fine-tuning the human-to-humanoid facial motion transfer module and introducing a feature-adaptation training strategy for better alignment across different image sources. Real-time shadowing is further enabled by a video-stream-compatible inference pipeline and a streamlined workflow based on asynchronous I/O for efficient communication across devices. VividFace produces vivid humanoid faces by mimicking human facial expressions within 0.05 seconds, while generalizing across diverse facial configurations. Extensive real-world demonstrations validate its practical utility. Videos are available at: https://lipzh5.github.io/VividFace/.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.HC" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-02-07T11:51:50Z</published>
    <arxiv:comment>Accepted to the 2026 IEEE International Conference on Robotics and Automation (ICRA)</arxiv:comment>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Peizhen Li</name>
    </author>
    <author>
      <name>Longbing Cao</name>
    </author>
    <author>
      <name>Xiao-Ming Wu</name>
    </author>
    <author>
      <name>Yang Zhang</name>
    </author>
  </entry>
</feed>
