{"title":"A Semantic-to-Motion Digital Twin Framework for Expressive Industrial Avatars in Telepresence","authors":"Damien Mazeas, Anthony Foulonneau, Jérémy Lacoche","doi":"10.1002/cav.70122","DOIUrl":"https://doi.org/10.1002/cav.70122","url":null,"abstract":"<div>\u0000 \u0000 <p>Remote industrial assistance is increasingly mediated through robotic avatars, yet existing telepresence systems provide limited support for non-verbal behaviors such as hesitation, urgency, or emphasis. Manually controlling such expressive motion can increase operator workload. We present a feasibility and system-integration study of a semantic-to-motion telepresence pipeline that interprets expert utterances and scene context into parameterized expressive robot behaviors. The system combines visual grounding with language-based intent inference to produce structured motion descriptors, which are mapped to procedural motion primitives executed in a unity-based digital twin and streamed to a physical robot via ROS. As the semantic control vocabulary for this prototype, we define SAEH (show, alert, encourage, hesitate), a four-class operational vocabulary derived from a thematic review of 104 HRI papers. We implement the approach on a Niryo Ned 1 manipulator and show that it can generate and execute kinematically distinct expressive motion profiles, including deictic, warning, supportive, and hesitant behaviors. The proposed framework partially separates communicative intent from robot-specific execution through parameterized procedural primitives, providing a technical foundation for context-aware expressive telepresence; however, a measured mean end-to-end latency of <span></span><math>\u0000 <semantics>\u0000 <mrow>\u0000 <mo>≈</mo>\u0000 </mrow>\u0000 <annotation>$$ approx $$</annotation>\u0000 </semantics></math>10 s currently limits its use to supervisory and asynchronous task loops rather than continuous live interaction.</p>\u0000 </div>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"37 3","pages":""},"PeriodicalIF":3.4,"publicationDate":"2026-05-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"148324938","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
J. K. Sangeeth Chandran, Marisa Llorens Salvador, Cathy Ennis
{"title":"Making Faces: Evaluating Facial Control Methods in VR for Live Conversations","authors":"J. K. Sangeeth Chandran, Marisa Llorens Salvador, Cathy Ennis","doi":"10.1002/cav.70137","DOIUrl":"https://doi.org/10.1002/cav.70137","url":null,"abstract":"<p>Facial expressions are a crucial part of affective communication in our daily lives, and the same applies to virtual humans. However, achieving a full range of believable and naturalistic emotional expression via VR devices still remains a challenge, particularly when constrained by the capabilities of midrange consumer VR devices without face tracking as opposed to the more expensive versions with facial tracking capabilities. In this study, we evaluated and compared three methods to control avatar facial expression in VR: continuous face tracking (FT); thumbstick label (TL), which is a VR controller's thumbstick-based selection method with visually labeled expression; and thumbstick label with confirmation button (TB), which is a variation of TL with an additional step of pressing a button. Thirty participants took part in the experiment. Participants found FT to be significantly more usable than TL and TB. While TL was comparable to FT on co-presence and several items of expressiveness, with significant gaps emerging mainly for naturalness and smoothness in expression change. These findings suggest that a well-designed control method with low latency and low motor and cognitive load can serve as an alternative method of avatar control in VR devices without facial tracking technology.</p>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"37 3","pages":""},"PeriodicalIF":1.7,"publicationDate":"2026-05-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1002/cav.70137","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"148167085","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
M. Migryt, S. Mikolajczuk, M. Barszcz, M. Skublewska-Paszkowska, K. Dziedzic, P. Powroznik, S. Korga
{"title":"Eye-Tracking in Virtual Reality: Usability Assessment of a Regional Heritage Museum","authors":"M. Migryt, S. Mikolajczuk, M. Barszcz, M. Skublewska-Paszkowska, K. Dziedzic, P. Powroznik, S. Korga","doi":"10.1002/cav.70139","DOIUrl":"https://doi.org/10.1002/cav.70139","url":null,"abstract":"<div>\u0000 \u0000 <p>This paper presents a comparative study of two variants of the user interface in a virtual reality (VR) museum application: an interface designed in accordance with the principles of universal design (UD) and an interface that does not meet these principles (non-UD). The application was developed in the Unity engine and run on Meta Quest Pro headsets with built-in eye tracking. During the completion of a set of tasks, eye-tracking data (including heatmaps and gaze scanpaths) and task completion times were recorded, and subjective ratings were then collected using the standardized system usability scale (SUS). The results indicate an advantage of the UD variant over the non-UD variant: the mean SUS score was higher for UD (73.75) than for non-UD (65.31). A Wilcoxon signed-rank test confirmed the statistical significance of this difference (<i>Z</i> = 4.87, <i>p</i> < 0.001, <i>r</i> = 0.49). Moreover, tasks were completed faster in the UD variant (total time 40.41 s) than in the non-UD variant (57.85 s). This difference was also statistically significant (<i>Z</i> = 5.61, <i>p</i> < 0.001, <i>r</i> = 0.56). Eye-tracking observations supported these differences, suggesting more efficient interface exploration in the UD variant.</p>\u0000 </div>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"37 3","pages":""},"PeriodicalIF":1.7,"publicationDate":"2026-05-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"148174637","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Musculoskeletal Motion Control and Generation Based on Muscle Synergies","authors":"Libo Sun, Jiwei Wen, Wenhu Qin","doi":"10.1002/cav.70128","DOIUrl":"https://doi.org/10.1002/cav.70128","url":null,"abstract":"<div>\u0000 \u0000 <p>This paper presents a unified two-stage framework for physics-based musculoskeletal motion control and generation. To tackle the challenges posed by high dimensionality and redundancy, we first employ an autoencoder to learn a low-dimensional muscle synergy space from activation data. Policies trained in this space make the character faithfully reproduce motions while generating physiologically plausible muscle activations. We then leverage these expert trajectories to train a Conditional VAE, encoding skills into a continuous latent space for task-agnostic motion synthesis and downstream control. Experiments show our method achieves high motion imitation accuracy and generation diversity, ensures control stability, and maintains physiological realism, offering an effective solution for generalizing control of complex musculoskeletal characters.</p>\u0000 </div>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"37 3","pages":""},"PeriodicalIF":1.7,"publicationDate":"2026-05-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"148174640","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}