Papers for

virtual character designers

Papers whose findings have a practical use for this group, as judged from the abstract. Open a paper to read what it means in practice.

Voice cloning does not fully transfer personality to digital characters

Known-Voice Cloning and the Limits of Personality Transfer for Character Design

Abstract: Recent advances in zero-shot voice cloning systems make it possible to reproduce a recognizable voice from a short recording and attach it to arbitrary virtual characters. Prior work suggests that familiar vocal identity can carry over associated personality impressions to new targets such as robots or virtual characters. However, these works have mainly examined familiarity and personalization effects rather than directly testing whether a cloned familiar voice systematically transfers personality impressions to an embodied virtual character. Such transference raises the concern that cloned voices could be used to manipulate people into engaging with virtual characters as capable social actors. Across two studies, we investigated whether personality impressions transfer when a virtual character speaks with the cloned voice of a familiar person. Study 1 examined this question in a real-world university setting using the cloned voice of a lecturer familiar to the participating students. Study 2 examined the same question online using voices of social media content creators and members of their communities. Drawing on the concepts of identity activation, trait transfer, and person reconstruction, we show that evidence of personality transfer was limited in both studies. Observed effects were selective and did not generalize across traits or study contexts. In the online study in particular, recognizable voice identity cues activated expectations about the speaker but did not reconstruct the broader person impression. Qualitative responses further indicated that judgments were frequently shaped by perceived artificiality and by whether voice and appearance fit together. Our findings moderate common concerns that cloned voices straightforwardly manipulate people into perceiving artificial characters as capable social actors.

Tue 13 OctComputation and LanguageArtificial IntelligenceHuman-Computer Interaction
The gist
The paper explores whether cloned voices of familiar people make virtual characters seem to have the same personality as the original speaker. The authors studied this by using voice clones of familiar lecturers and social media creators speaking through virtual characters. They found that while people recognized the voice, the personality impressions did not reliably transfer to the characters. Instead, judgments were influenced by how artificial the characters seemed and whether the voice matched their appearance. This suggests that cloned voices alone don't trick people into believing digital characters have real personalities.
Open → 2610.18669v1

Humanoid robot combines speech gestures and face animations naturally

Talk, Render, Act: Integrating Social Gesture and Digital Face with Synchronized Speech for Conversational Humanoid Robot

Abstract: Expressive humanoid interaction requires speech, facial animation, and body gestures to form a coherent response. However, many full-body humanoid robots produce speech and gestures without a visually expressive face, while talking-face animation and robot gesture generation are typically developed separately. We present Talk, Render, Act (TRABot), an agent-based framework comprising specialized agents for motion-atom construction, dialogue generation, motion planning, and facial animation. First, to produce natural and semantically meaningful gestures, we construct Robot-Ready Semantic Motion Atoms by segmenting long-form, G1-retargeted BEAT2 motion into units with natural gesture boundaries, human-verified communicative functions, and feasible trajectories. Second, to preserve semantic order and coordinate body motion with the spoken response, we introduce a Semantic-Conditioned Compositional Planner. Given an ordered semantic function sequence and an estimated response duration, the planner selects approved atoms to realize the longest feasible action sequence while accounting for transitions and neutral recovery. Finally, we deploy a Streaming Face-Speech-Body Integration system on a physical G1 humanoid, combining streaming dialogue audio, audio-driven facial animation, and semantically planned body motion in a unified real-time interaction loop. Quantitative and qualitative experiments demonstrate that TRAbot achieves the best overall performance among all compared conditions in terms of naturalness, expressiveness, and multimodal coherence.

Mon 5 OctRobotics
The gist
Making robots talk and express feelings like humans is hard because speech, face movements, and body gestures must match well. The authors developed a system called TRABot that breaks down body movements into meaningful chunks linked to speech and plans those movements carefully to stay natural and convincing. They also created a way for the robot's face and voice to sync in real time during conversations. Tests show this system works better than previous ones for making humanoid robots communicate smoothly and expressively.
Open → 2610.06153v1

Socialhumanoid generates expressive full-body robot motions with speech

SocialHumanoid: Towards Expressive Humanoid Behavior via One-Step Co-Speech Motion Generation

Abstract: Humanoid robots are increasingly expected to serve as embodied social agents that communicate naturally with humans through face-to-face interaction. During such communication, humanoid robots require body behaviors that are synchronized with speech, affectively expressive, and suitable for real-time execution. However, existing co-speech methods are primarily developed for digital humans and lack joint support for affective control and low-latency continuous generation on physical embodiments. To bridge this gap, we present SocialHumanoid, a system for expressive humanoid behavior via one-step co-speech motion generation. Given response speech and a specified affective condition, SocialHumanoid generates each full-body motion window in a single forward pass and connects successive windows through motion-history conditioning. The generated human motion is further converted online into embodiment-compatible robot references and tracked by a whole-body controller for physical execution. To provide explicit supervision for affective body expression, we further introduce AffectMoCap, a 4-hour dataset captured from two professional actors, containing synchronized speech, body motion, fine-grained hand motion, and emotion annotations. On BEAT2, SocialHumanoid achieves the best FGD among the compared generation methods, competitive speech-motion synchrony, and approximately $6\times$ faster inference than GestureLSM under the same protocol. Perceptual evaluations further show that training with AffectMoCap improves affect recognition from generated body motion, while real-robot experiments demonstrate continuous affect-conditioned behavior and stable long-horizon execution. Our project page is https://rex0191.github.io/SocialHumanoid/.

Sun 27 SeptRoboticsComputer Vision and Pattern Recognition
The gist
Humanoid robots need to move naturally and expressively while talking with people, but making their movements match speech in real time is hard. The researchers created SocialHumanoid, a system that generates body motions synchronized with speech and emotional cues in a single step, enabling smooth and fast robot movements. They also introduced a new dataset of actors showing body motions with emotions to help the system learn. Their system works better and faster than some previous methods and can run on real robots continuously.
Open → 2609.33311v1