EDBT 2026 Demo / reviewers in the wild / expert
Taras Kucherenko
dblp:206/6151
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22ranked-venue papers
10as first author
15since 2021 · last 2026
0000-0001-9838-8848ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 16 · 7 first-author · 10 since 2021Artificial intelligence and machine learning · 6 · 2 first-author · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 6 · 3 first-author · 5 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | StayStill: a large-scale 3D idle animation dataset
Eneko Atxa Landa, Igor Rodriguez Rodriguez, Elena Lazkano, Taras Kucherenko |
Comput. Graph. Forum | 4 |
| 2025 | GENEA Workshop 2025: The 6th Workshop on Generation and Evaluation of Non-verbal Behaviour for Embodied AgentsabstractImbuing embodied agents with non-verbal behavior offers significant benefits for agent-human interactions. Despite extensive research on the creation of non-verbal behaviors, the field lacks a standardized benchmarking practice. Researchers rarely compare their findings with previous studies, and when they do, the comparisons are often not methodologically aligned. The GENEA Workshop 2025 aims to bring together the non-verbal behavior generation community to discuss major challenges and solutions in the field and determine the most effective ways to advance it. Taras Kucherenko, Alice Delbosc, Rajmund Nagy, Laura B. Hensel, Youngwoo Yoon, Oya Çeliktutan, Gustav Eje Henter |
ACM Multimedia | 1 |
| 2025 | Evaluating the Evaluators: Towards Human-aligned Metrics for Missing Markers Reconstruction
Taras Kucherenko, Derek Peristy, Judith Bütepage |
ACM Multimedia | 1 |
| 2024 | GENEA Workshop 2024: The 5th Workshop on Generation and Evaluation of Non-verbal Behaviour for Embodied AgentsabstractNon-verbal behavior offers significant benefits for embodied agents in human interactions. Despite extensive research on the creation of non-verbal behaviors, the field lacks a standardized benchmarking practice. Researchers rarely compare their findings with previous studies, and when they do, the comparisons are often not aligned with other methodologies. The GENEA Workshop 2024 aims to unite the community to discuss major challenges and solutions, and to determine the most effective ways to advance the field. Youngwoo Yoon, Taras Kucherenko, Alice Delbosc, Rajmund Nagy, Teodor Nikolov, Gustav Eje Henter |
ICMI | 2 |
| 2024 | Evaluating Gesture Generation in a Large-scale Open Challenge: The GENEA Challenge 2022abstractThis article reports on the second GENEA Challenge to benchmark data-driven automatic co-speech gesture generation. Participating teams used the same speech and motion dataset to build gesture-generation systems. Motion generated by all these systems was rendered to video using a standardised visualisation pipeline and evaluated in several large, crowdsourced user studies. Unlike when comparing different research articles, differences in results are here only due to differences between methods, enabling direct comparison between systems. The dataset was based on 18 hours of full-body motion capture, including fingers, of different persons engaging in a dyadic conversation. Ten teams participated in the challenge across two tiers: full-body and upper-body gesticulation. For each tier, we evaluated both the human-likeness of the gesture motion and its appropriateness for the specific speech signal. Our evaluations decouple human-likeness from gesture appropriateness, which has been a difficult problem in the field. The evaluation results show some synthetic gesture conditions being rated as significantly more human-like than 3D human motion capture. To the best of our knowledge, this has not been demonstrated before. On the other hand, all synthetic motion is found to be vastly less appropriate for the speech than the original motion-capture recordings. We also find that conventional objective metrics do not correlate well with subjective human-likeness ratings in this large evaluation. The one exception is the Fréchet gesture distance (FGD), which achieves a Kendall’s tau rank correlation of around -0.5. Based on the challenge results we formulate numerous recommendations for system building and evaluation. Taras Kucherenko, Pieter Wolfert, Youngwoo Yoon, Carla Viegas, Teodor Nikolov, Mihail Tsakov, Gustav Eje Henter |
ACM Trans. Graph. | 1 |
| 2023 | A Comprehensive Review of Data-Driven Co-Speech Gesture GenerationabstractAbstract Gestures that accompany speech are an essential part of natural and efficient embodied human communication. The automatic generation of such co‐speech gestures is a long‐standing problem in computer animation and is considered an enabling technology for creating believable characters in film, games, and virtual social spaces, as well as for interaction with social robots. The problem is made challenging by the idiosyncratic and non‐periodic nature of human co‐speech gesture motion, and by the great diversity of communicative functions that gestures encompass. The field of gesture generation has seen surging interest in the last few years, owing to the emergence of more and larger datasets of human gesture motion, combined with strides in deep‐learning‐based generative models that benefit from the growing availability of data. This review article summarizes co‐speech gesture generation research, with a particular focus on deep generative models. First, we articulate the theory describing human gesticulation and how it complements speech. Next, we briefly discuss rule‐based and classical statistical gesture synthesis, before delving into deep learning approaches. We employ the choice of input modalities as an organizing principle, examining systems that generate gestures from audio, text and non‐linguistic input. Concurrent with the exposition of deep learning approaches, we chronicle the evolution of the related training data sets in terms of size, diversity, motion quality, and collection method (e.g., optical motion capture or pose estimation from video). Finally, we identify key research challenges in gesture generation, including data availability and quality; producing human‐like motion; grounding the gesture in the co‐occurring speech in interaction with other speakers, and in the environment; performing gesture evaluation; and integration of gesture synthesis into applications. We highlight recent approaches to tackling the various key challenges, as well as the limitations of these approaches, and point toward areas of future development. Simbarashe Nyatsanga, Taras Kucherenko, Chaitanya Ahuja, Gustav Eje Henter, Michael Neff |
Comput. Graph. Forum | 2 |
| 2022 | GENEA Workshop 2022: The 3rd Workshop on Generation and Evaluation of Non-verbal Behaviour for Embodied AgentsabstractEmbodied agents benefit from using non-verbal behavior when communicating with humans. Despite several decades of non-verbal behavior-generation research, there is currently no well-developed benchmarking culture in the field. For example, most researchers do not compare their outcomes with previous work, and if they do, they often do so in their own way which frequently is incompatible with others. With the GENEA Workshop 2022, we aim to bring the community together to discuss key challenges and solutions, and find the most appropriate ways to move the field forward. Pieter Wolfert, Taras Kucherenko, Carla Viegas, Zerrin Yumak, Youngwoo Yoon, Gustav Eje Henter |
ICMI | 2 |
| 2022 | The GENEA Challenge 2022: A large evaluation of data-driven co-speech gesture generationabstractThis paper reports on the second GENEA Challenge to benchmark data-driven automatic co-speech gesture generation. Participating teams used the same speech and motion dataset to build gesture-generation systems. Motion generated by all these systems was rendered to video using a standardised visualisation pipeline and evaluated in several large, crowdsourced user studies. Unlike when comparing different research papers, differences in results are here only due to differences between methods, enabling direct comparison between systems. This year’s dataset was based on 18 hours of full-body motion capture, including fingers, of different persons engaging in dyadic conversation. Ten teams participated in the challenge across two tiers: full-body and upper-body gesticulation. For each tier we evaluated both the human-likeness of the gesture motion and its appropriateness for the specific speech signal. Our evaluations decouple human-likeness from gesture appropriateness, which previously was a major challenge in the field. Youngwoo Yoon, Pieter Wolfert, Taras Kucherenko, Carla Viegas, Teodor Nikolov, Mihail Tsakov, Gustav Eje Henter |
ICMI | 3 |
| 2022 | Evaluating data-driven co-speech gestures of embodied conversational agents through real-time interactionabstractEmbodied Conversational Agents (ECAs) that make use of co-speech gestures can enhance human-machine interactions in many ways. In recent years, data-driven gesture generation approaches for ECAs have attracted considerable research attention, and related methods have continuously improved. Real-time interaction is typically used when researchers evaluate ECA systems that generate rule-based gestures. However, when evaluating the performance of ECAs based on data-driven methods, participants are often required only to watch pre-recorded videos, which cannot provide adequate information about what a person perceives during the interaction. To address this limitation, we explored use of real-time interaction to assess data-driven gesturing ECAs. We provided a testbed framework, and investigated whether gestures could affect human perception of ECAs in the dimensions of human-likeness, animacy, perceived intelligence, and focused attention. Our user study required participants to interact with two ECAs - one with and one without hand gestures. We collected subjective data from the participants' self-report questionnaires and objective data from a gaze tracker. To our knowledge, the current study represents the first attempt to evaluate data-driven gesturing ECAs through real-time interaction and the first experiment using gaze-tracking to examine the effect of ECAs' gestures. André Pereira 0001, Taras Kucherenko |
IVA | 3 |
| 2021 | HEMVIP: Human Evaluation of Multiple Videos in ParallelabstractIn many research areas, for example motion and gesture generation, objective measures alone do not provide an accurate impression of key stimulus traits such as perceived quality or appropriateness. The gold standard is instead to evaluate these aspects through user studies, especially subjective evaluations of video stimuli. Common evaluation paradigms either present individual stimuli to be scored on Likert-type scales, or ask users to compare and rate videos in a pairwise fashion. However, the time and resources required for such evaluations scale poorly as the number of conditions to be compared increases. Building on standards used for evaluating the quality of multimedia codecs, this paper instead introduces a framework for granular rating of multiple comparable videos in parallel. This methodology essentially analyses all condition pairs at once. Our contributions are 1) a proposed framework, called HEMVIP, for parallel and granular evaluation of multiple video stimuli and 2) a validation study confirming that results obtained using the tool are in close agreement with results of prior studies using conventional multiple pairwise comparisons. Patrik Jonell, Youngwoo Yoon, Pieter Wolfert, Taras Kucherenko, Gustav Eje Henter |
ICMI | 4 |
| 2021 | GENEA Workshop 2021: The 2nd Workshop on Generation and Evaluation of Non-verbal Behaviour for Embodied AgentsabstractEmbodied agents benefit from using non-verbal behavior when communicating with humans. Despite several decades of non-verbal behavior-generation research, there is currently no well-developed benchmarking culture in the field. For example, most researchers do not compare their outcomes with previous work, and if they do, they often do so in their own way which frequently is incompatible with others. With the GENEA Workshop 2021, we aim to bring the community together to discuss key challenges and solutions, and find the most appropriate ways to move the field forward. Taras Kucherenko, Patrik Jonell, Youngwoo Yoon, Pieter Wolfert, Zerrin Yumak, Gustav Eje Henter |
ICMI | 1 |
| 2021 | To Rate or Not To Rate: Investigating Evaluation Methods for Generated Co-Speech GesturesabstractWhile automatic performance metrics are crucial for machine learning of artificial human-like behaviour, the gold standard for evaluation remains human judgement. The subjective evaluation of artificial human-like behaviour in embodied conversational agents is however expensive and little is known about the quality of the data it returns. Two approaches to subjective evaluation can be largely distinguished, one relying on ratings, the other on pairwise comparisons. In this study we use co-speech gestures to compare the two against each other and answer questions about their appropriateness for evaluation of artificial behaviour. We consider their ability to rate quality, but also aspects pertaining to the effort of use and the time required to collect subjective data. We use crowd sourcing to rate the quality of co-speech gestures in avatars, assessing which method picks up more detail in subjective assessments. We compared gestures generated by three different machine learning models with various level of behavioural quality. We found that both approaches were able to rank the videos according to quality and that the ranking significantly correlated, showing that in terms of quality there is no preference of one method over the other. We also found that pairwise comparisons were slightly faster and came with improved inter-rater reliability, suggesting that for small-scale studies pairwise comparisons are to be favoured over ratings. Pieter Wolfert, Jeffrey M. Girard, Taras Kucherenko, Tony Belpaeme |
ICMI | 3 |
| 2021 | A Large, Crowdsourced Evaluation of Gesture Generation Systems on Common Data: The GENEA Challenge 2020abstractCo-speech gestures, gestures that accompany speech, play an important role in human communication. Automatic co-speech gesture generation is thus a key enabling technology for embodied conversational agents (ECAs), since humans expect ECAs to be capable of multi-modal communication. Research into gesture generation is rapidly gravitating towards data-driven methods. Unfortunately, individual research efforts in the field are difficult to compare: there are no established benchmarks, and each study tends to use its own dataset, motion visualisation, and evaluation methodology. To address this situation, we launched the GENEA Challenge, a gesture-generation challenge wherein participating teams built automatic gesture-generation systems on a common dataset, and the resulting systems were evaluated in parallel in a large, crowdsourced user study using the same motion-rendering pipeline. Since differences in evaluation outcomes between systems now are solely attributable to differences between the motion-generation methods, this enables benchmarking recent approaches against one another in order to get a better impression of the state of the art in the field. This paper reports on the purpose, design, results, and implications of our challenge. Taras Kucherenko, Patrik Jonell, Youngwoo Yoon, Pieter Wolfert, Gustav Eje Henter |
IUI | 1 |
| 2021 | Speech2Properties2Gestures: Gesture-Property Prediction as a Tool for Generating Representational Gestures from SpeechabstractWe propose a new framework for gesture generation, aiming to allow data-driven approaches to produce more semantically rich gestures. Our approach first predicts whether to gesture, followed by a prediction of the gesture properties. Those properties are then used as conditioning for a modern probabilistic gesture-generation model capable of high-quality output. This empowers the approach to generate gestures that are both diverse and representational. Follow-ups and more information can be found on the project page: https://svito-zar.github.io/speech2properties2gestures/ Taras Kucherenko, Rajmund Nagy, Patrik Jonell, Michael Neff, Hedvig Kjellström, Gustav Eje Henter |
IVA | 1 |
| 2021 | Moving Fast and Slow: Analysis of Representations and Post-Processing in Speech-Driven Automatic Gesture GenerationabstractThis paper presents a novel framework for speech-driven gesture production, applicable to virtual agents to enhance human-computer interaction. Specifically, we extend recent deep-learning-based, data-driven methods for speech-driven gesture generation by incorporating representation learning. Our model takes speech as input and produces gestures as output, in the form of a sequence of 3D coordinates. We provide an analysis of different representations for the input (speech) and the output (motion) of the network by both objective and subjective evaluations. We also analyze the importance of smoothing of the produced motion. Our results indicated that the proposed method improved on our baseline in terms of objective measures. For example, it better captured the motion dynamics and better matched the motion-speed distribution. Moreover, we performed user studies on two different datasets. The studies confirmed that our proposed method is perceived as more natural than the baseline, although the difference in the studies was eliminated by appropriate post-processing: hip-centering and smoothing. We conclude that it is important to take both motion representation and post-processing into account when designing an automatic gesture-production method. Taras Kucherenko, Dai Hasegawa, Naoshi Kaneko, Gustav Eje Henter, Hedvig Kjellström |
Int. J. Hum. Comput. Interact. | 1 |
| 2020 | Gesticulator: A framework for semantically-aware speech-driven gesture generationabstractDuring speech, people spontaneously gesticulate, which plays a key role in conveying information. Similarly, realistic co-speech gestures are crucial to enable natural and smooth interactions with social agents. Current end-to-end co-speech gesture generation systems use a single modality for representing speech: either audio or text. These systems are therefore confined to producing either acoustically-linked beat gestures or semantically-linked gesticulation (e.g., raising a hand when saying "high''): they cannot appropriately learn to generate both gesture types. We present a model designed to produce arbitrary beat and semantic gestures together. Our deep-learning based model takes both acoustic and semantic representations of speech as input, and generates gestures as a sequence of joint angle rotations as output. The resulting gestures can be applied to both virtual agents and humanoid robots. Subjective and objective evaluations confirm the success of our approach. The code and video are available at the project page svito-zar.github.io/gesticulator . Taras Kucherenko, Patrik Jonell, Sanne van Waveren, Gustav Eje Henter, Simon Alexanderson, Iolanda Leite, Hedvig Kjellström |
ICMI | 1 |
| 2020 | Generating coherent spontaneous speech and gesture from textabstractEmbodied human communication encompasses both verbal (speech) and non-verbal information (e.g., gesture and head movements). Recent advances in machine learning have substantially improved the technologies for generating synthetic versions of both of these types of data: On the speech side, text-to-speech systems are now able to generate highly convincing, spontaneous-sounding speech using unscripted speech audio as the source material. On the motion side, probabilistic motion-generation methods can now synthesise vivid and lifelike speech-driven 3D gesticulation. In this paper, we put these two state-of-the-art technologies together in a coherent fashion for the first time. Concretely, we demonstrate a proof-of-concept system trained on a single-speaker audio and motion-capture dataset, that is able to generate both speech and full-body gestures together from text input. In contrast to previous approaches for joint speech-and-gesture generation, we generate full-body gestures from speech synthesis trained on recordings of spontaneous speech from the same person as the motion-capture data. We illustrate our results by visualising gesture spaces and textspeech-gesture alignments, and through a demonstration video. Simon Alexanderson, Éva Székely, Gustav Eje Henter, Taras Kucherenko, Jonas Beskow |
IVA | 4 |
| 2020 | Can we trust online crowdworkers?: Comparing online and offline participants in a preference test of virtual agentsabstractConducting user studies is a crucial component in many scientific fields. While some studies require participants to be physically present, other studies can be conducted both physically (e.g. in-lab) and online (e.g. via crowdsourcing). Inviting participants to the lab can be a time-consuming and logistically difficult endeavor, not to mention that sometimes research groups might not be able to run in-lab experiments, because of, for example, a pandemic. Crowdsourcing platforms such as Amazon Mechanical Turk (AMT) or Prolific can therefore be a suitable alternative to run certain experiments, such as evaluating virtual agents. Although previous studies investigated the use of crowdsourcing platforms for running experiments, there is still uncertainty as to whether the results are reliable for perceptual studies. Here we replicate a previous experiment where participants evaluated a gesture generation model for virtual agents. The experiment is conducted across three participant pools - in-lab, Prolific, and AMT - having similar demographics across the in-lab participants and the Prolific platform. Our results show no difference between the three participant pools in regards to their evaluations of the gesture generation models and their reliability scores. The results indicate that online platforms can successfully be used for perceptual evaluations of this kind. Patrik Jonell, Taras Kucherenko, Ilaria Torre 0002, Jonas Beskow |
IVA | 2 |
| 2020 | Let's Face It: Probabilistic Multi-modal Interlocutor-aware Generation of Facial Gestures in Dyadic SettingsabstractTo enable more natural face-to-face interactions, conversational agents need to adapt their behavior to their interlocutors. One key aspect of this is generation of appropriate non-verbal behavior for the agent, for example facial gestures, here defined as facial expressions and head movements. Most existing gesture-generating systems do not utilize multi-modal cues from the interlocutor when synthesizing non-verbal behavior. Those that do, typically use deterministic methods that risk producing repetitive and non-vivid motions. In this paper, we introduce a probabilistic method to synthesize interlocutor-aware facial gestures - represented by highly expressive FLAME parameters - in dyadic conversations. Our contributions are: a) a method for feature extraction from multi-party video and speech recordings, resulting in a representation that allows for independent control and manipulation of expression and speech articulation in a 3D avatar; b) an extension to MoGlow, a recent motion-synthesis method based on normalizing flows, to also take multi-modal signals from the interlocutor as input and subsequently output interlocutor-aware facial gestures; and c) a subjective evaluation assessing the use and relative importance of the different modalities in the synthesized output. The results show that the model successfully leverages the input from the interlocutor to generate more appropriate behavior. Videos, data, and code are available at: https://jonepatr.github.io/lets_face_it/. Patrik Jonell, Taras Kucherenko, Gustav Eje Henter, Jonas Beskow |
IVA | 2 |
| 2020 | Style-Controllable Speech-Driven Gesture Synthesis Using Normalising FlowsabstractAbstract Automatic synthesis of realistic gestures promises to transform the fields of animation, avatars and communicative agents. In off‐line applications, novel tools can alter the role of an animator to that of a director, who provides only high‐level input for the desired animation; a learned network then translates these instructions into an appropriate sequence of body poses. In interactive scenarios, systems for generating natural animations on the fly are key to achieving believable and relatable characters. In this paper we address some of the core issues towards these ends. By adapting a deep learning‐based motion synthesis method called MoGlow, we propose a new generative model for generating state‐of‐the‐art realistic speech‐driven gesticulation. Owing to the probabilistic nature of the approach, our model can produce a battery of different, yet plausible, gestures given the same input speech signal. Just like humans, this gives a rich natural variation of motion. We additionally demonstrate the ability to exert directorial control over the output style, such as gesture level, speed, symmetry and spacial extent. Such control can be leveraged to convey a desired character personality or mood. We achieve all this without any manual annotation of the data. User studies evaluating upper‐body gesticulation confirm that the generated motions are natural and well match the input speech. Our method scores above all prior systems and baselines on these measures, and comes close to the ratings of the original recorded motions. We furthermore find that we can accurately control gesticulation styles without unnecessarily compromising perceived naturalness. Finally, we also demonstrate an application of the same method to full‐body gesticulation, including the synthesis of stepping motion and stance. Simon Alexanderson, Gustav Eje Henter, Taras Kucherenko, Jonas Beskow |
Comput. Graph. Forum | 3 |
| 2019 | Analyzing Input and Output Representations for Speech-Driven Gesture GenerationabstractThis paper presents a novel framework for automatic speech-driven gesture generation, applicable to human-agent interaction including both virtual agents and robots. Specifically, we extend recent deep-learning-based, data-driven methods for speech-driven gesture generation by incorporating representation learning. Our model takes speech as input and produces gestures as output, in the form of a sequence of 3D coordinates. Taras Kucherenko, Dai Hasegawa, Gustav Eje Henter, Naoshi Kaneko, Hedvig Kjellström |
IVA | 1 |
| 2018 | Data Driven Non-Verbal Behavior Generation for Humanoid RobotsabstractSocial robots need non-verbal behavior to make an interaction pleasant and efficient. Most of the models for generating non-verbal behavior are rule-based and hence can produce a limited set of motions and are tuned to a particular scenario. In contrast, data-driven systems are flexible and easily adjustable. Hence we aim to learn a data-driven model for generating non-verbal behavior (in a form of a 3D motion sequence) for humanoid robots. Taras Kucherenko |
ICMI | 1 |