EDBT 2026 Demo / reviewers in the wild / expert
Eduardo Alvarado
dblp:290/8673
· DBLP profile ↗
9ranked-venue papers
3as first author
9since 2021 · last 2026
0000-0003-3395-5674ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 8 · 3 first-author · 8 since 2021Artificial intelligence and machine learning · 5 · 1 first-author · 5 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Step2Motion: Locomotion Reconstruction from Pressure Sensing InsolesabstractAbstract Human motion is fundamentally driven by continuous physical interaction with the environment. Whether walking, running, or simply standing, the forces exchanged between our feet and the ground provide crucial insights for understanding and reconstructing human movement. Recent advances in wearable insole devices offer a compelling solution for capturing these forces in diverse, real‐world scenarios. Sensor insoles pose no constraint on the users' motion (unlike mocap suits) and are unaffected by line‐of‐sight limitations (in contrast to optical systems). These qualities make sensor insoles an ideal choice for robust, unconstrained motion capture, particularly in outdoor environments. Surprisingly, leveraging these devices with recent motion reconstruction methods remains largely unexplored. Aiming to fill this gap, we present Step2Motion , the first approach to reconstruct human locomotion from multi‐modal insole sensors. Our method utilizes pressure and inertial data—accelerations and angular rates—captured by the insoles to reconstruct human motion. We evaluate the effectiveness of our approach across a range of experiments to show its versatility for diverse locomotion styles, from simple ones like walking or jogging up to moving sideways, on tiptoes, slightly crouching, or dancing. The complete source code, trained model, data, and supplementary material used in this paper can be found at: https://vcai.mpi-inf.mpg.de/projects/Step2Motion/ Jose Luis Ponton, Eduardo Alvarado, Lin Geng Foo, Nuria Pelechano, Carlos Andújar, Marc Habermann |
Comput. Graph. Forum | 2 |
| 2025 | FRAME: Floor-aligned Representation for Avatar Motion from Egocentric VideoabstractEgocentric motion capture with a head-mounted body-facing stereo camera is crucial for VR and AR applications but presents significant challenges such as heavy occlusions and limited annotated real-world data. Existing methods rely on synthetic pretraining and struggle to generate smooth and accurate predictions in real-world settings, particularly for lower limbs. Our work addresses these limitations by introducing a lightweight VR-based data collection setup with on-board, real-time 6D pose tracking. Using this setup, we collected the most extensive real-world dataset for ego-facing ego-mounted cameras to date in size and motion variability. Effectively integrating this multimodal input –device pose and camera feeds –is challenging due to the differing characteristics of each data source. To address this, we propose FRAME, a simple yet effective architecture that combines device pose and camera feeds for state-of-the-art body pose prediction through geometrically sound multimodal integration and can run at 300 FPS on modern hardware. Lastly, we showcase a novel training strategy to enhance the model’s generalization capabilities. Our approach exploits the problem’s geometric properties, yielding high-quality motion capture free from common artifacts in prior work. Qualitative and quantitative evaluations, along with extensive comparisons, demonstrate the effectiveness of our method. Data, code, and CAD designs will be available at vcai.mpi-inf.mpg.de/projects/FRAME. Andrea Boscolo Camiletto, Jian Wang 0100, Eduardo Alvarado, Rishabh Dabral, Thabo Beeler, Marc Habermann, Christian Theobalt |
CVPR | 3 |
| 2025 | BimArt: A Unified Approach for the Synthesis of 3D Bimanual Interaction with Articulated ObjectsabstractWe present BimArt, a novel generative approach for synthesizing 3D bimanual hand interactions with articulated objects. Unlike prior works, we do not rely on a reference grasp, a coarse hand trajectory, or separate modes for grasping and articulating. To achieve this, we first generate distance-based contact maps conditioned on the object trajectory with an articulation-aware feature representation, revealing rich bimanual patterns for manipulation. The learned contact prior is then used to guide our hand motion generator, producing diverse and realistic bimanual motions for object movement and articulation. Our work offers key insights into feature representation and contact prior for articulated objects, demonstrating their effectiveness in taming the complex, high-dimensional space of bimanual hand-object interactions. Through comprehensive quantitative experiments, we demonstrate a clear step towards simplified and high-quality hand-object animations that surpass the state of the art in motion quality and diversity. Project page: https://vcai.mpi-inf.mpg.de/projects/bimart/. Wanyue Zhang, Rishabh Dabral, Vladislav Golyanik, Vasileios Choutas, Eduardo Alvarado, Thabo Beeler, Marc Habermann, Christian Theobalt |
CVPR | 5 |
| 2025 | Speech emotion recognition in real static and dynamic human-robot interaction scenariosabstractThe use of speech-based solutions is an appealing alternative to communicate in human-robot interaction (HRI). An important challenge in this area is processing distant speech which is often noisy, and affected by reverberation and time-varying acoustic channels. It is important to investigate effective speech solutions, especially in dynamic environments where the robots and the users move, changing the distance and orientation between a speaker and the microphone. This paper addresses this problem in the context of speech emotion recognition (SER), which is an important task to understand the intention of the message and the underlying mental state of the user. We propose a novel setup with a PR2 robot that moves as target speech and ambient noise are simultaneously recorded. Our study not only analyzes the detrimental effect of distance speech in this dynamic robot-user setting for speech emotion recognition but also provides solutions to attenuate its effect. We evaluate the use of two beamforming schemes to spatially filter the speech signal using either delay-and-sum (D&S) or minimum variance distortionless response (MVDR). We consider the original training speech recorded in controlled situations, and simulated conditions where the training utterances are processed to simulate the target acoustic environment. We consider the case where the robot is moving (dynamic case) and not moving (static case). For speech emotion recognition, we explore two state-of-the-art classifiers using hand-crafted features implemented with the ladder network strategy and learned features implemented with the wav2vec 2.0 feature representation. MVDR led to a signal-to-noise ratio higher than the basic D&S method. However, both approaches provided very similar average concordance correlation coefficient (CCC) improvements equal to 116% with the HRI subsets using the ladder network trained with the original MSP-Podcast training utterances. For the wav2vec 2.0-based model, only D&S led to improvements. Surprisingly, the static and dynamic HRI testing subsets resulted in a similar average concordance correlation coefficient. Finally, simulating the acoustic environment in the training dataset provided the highest average concordance correlation coefficient scores with the HRI subsets that are just 29% and 22% lower than those obtained with the original training/testing utterances, with ladder network and wav2vec 2.0, respectively. Nicolás Grágeda, Carlos Busso, Eduardo Alvarado, Ricardo García, Rodrigo Mahú, Fernando Huenupán, Néstor Becerra Yoma |
Comput. Speech Lang. | 3 |
| 2024 | TRAIL: Simulating the impact of human locomotion on natural landscapesabstractAbstract Human and animal presence in natural landscapes is initially revealed by the immediate impact of their locomotion, from footprints to crushed grass. In this work, we present an approach to model the effects of virtual characters on natural terrains, focusing on the impact of human locomotion. We introduce a lightweight solution to compute accurate foot placement on uneven ground and infer dynamic foot pressure from kinematic animation data and the mass of the character. A ground and vegetation model enables us to effectively simulate the local impact of locomotion on soft soils and plants over time, resulting in the formation of visible paths. As our results show, we can parameterize various soil materials and vegetation types validated with real-world data. Our method can be used to significantly increase the realism of populated natural landscapes and the sense of presence in virtual applications and games. Eduardo Alvarado, Oscar Argudo, Damien Rohmer, Marie-Paule Cani, Nuria Pelechano |
Vis. Comput. | 1 |
| 2023 | Respiratory distress estimation in human-robot interaction scenario
Eduardo Alvarado, Nicolás Grágeda, Alejandro Luzanto, Rodrigo Mahú, Jorge Wuth, Laura Mendoza, Richard M. Stern, Néstor Becerra Yoma |
INTERSPEECH | 1 |
| 2023 | Distant Speech Emotion Recognition in an Indoor Human-robot Interaction Scenario
Nicolás Grágeda, Eduardo Alvarado, Rodrigo Mahú, Carlos Busso, Néstor Becerra Yoma |
INTERSPEECH | 2 |
| 2022 | Generating Upper-Body Motion for Real-Time Characters Making their Way through Dynamic EnvironmentsabstractAbstract Real‐time character animation in dynamic environments requires the generation of plausible upper‐body movements regardless of the nature of the environment, including non‐rigid obstacles such as vegetation. We propose a flexible model for upper‐body interactions, based on the anticipation of the character's surroundings, and on antagonistic controllers to adapt the amount of muscular stiffness and response time to better deal with obstacles. Our solution relies on a hybrid method for character animation that couples a keyframe sequence with kinematic constraints and lightweight physics. The dynamic response of the character's upper‐limbs leverages antagonistic controllers, allowing us to tune tension/relaxation in the upper‐body without diverging from the reference keyframe motion. A new sight model, controlled by procedural rules, enables high‐level authoring of the way the character generates interactions by adapting its stiffness and reaction time. As results show, our real‐time method offers precise and explicit control over the character's behavior and style, while seamlessly adapting to new situations. Our model is therefore well suited for gaming applications. Eduardo Alvarado, Damien Rohmer, Marie-Paule Cani |
Comput. Graph. Forum | 1 |
| 2022 | A Survey on Reinforcement Learning Methods in Character AnimationabstractAbstract Reinforcement Learning is an area of Machine Learning focused on how agents can be trained to make sequential decisions, and achieve a particular goal within an arbitrary environment. While learning, they repeatedly take actions based on their observation of the environment, and receive appropriate rewards which define the objective. This experience is then used to progressively improve the policy controlling the agent's behavior, typically represented by a neural network. This trained module can then be reused for similar problems, which makes this approach promising for the animation of autonomous, yet reactive characters in simulators, video games or virtual reality environments. This paper surveys the modern Deep Reinforcement Learning methods and discusses their possible applications in Character Animation, from skeletal control of a single, physically‐based character to navigation controllers for individual agents and virtual crowds. It also describes the practical side of training DRL systems, comparing the different frameworks available to build such agents. Ariel Kwiatkowski, Eduardo Alvarado, Vicky Kalogeiton, C. Karen Liu, Julien Pettré, Michiel van de Panne, Marie-Paule Cani |
Comput. Graph. Forum | 2 |