Demo Data from EDBT 2026 / reviewers in the wild / expert
Naoya Iwamoto
dblp:38/10539
· DBLP profile ↗
7ranked-venue papers
3as first author
4since 2021 · last 2024
0009-0009-1365-0110ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 7 · 3 first-author · 4 since 2021Artificial intelligence and machine learning · 3 · 1 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 first-author
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Computer graphics and multimedia
3 papers |
Computer animation and physical simulation · 80% Audio and music processing · 20% | |
| Artificial intelligence
2 papers |
Generative modeling · 49% Representation and self-supervised learning · 37% Video understanding and tracking · 15% |
Topics — the 7 heaviest of 8, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer animation and physical simulation › gesture generation
co-speech gesture generation |
1.3 | 2 | 2024 | EMAGE: Towards Unified Holistic Co-Speech Gesture Generation via Expressive Masked Audio Gesture Modeling · CVPR 2024 DisCo: Disentangled Implicit Content and Rhythm Learning for Diverse Co-Speech Gestures Synthesis · ACM Multimedia 2022 |
Computer animation and physical simulation
gesture generation |
1.1 | 2 | 2022 | DisCo: Disentangled Implicit Content and Rhythm Learning for Diverse Co-Speech Gestures Synthesis · ACM Multimedia 2022 BEAT: A Large-Scale Semantic and Emotional Multi-modal Dataset for Conversational Gestures Synthesis · ECCV (7) 2022 |
Machine learning › Generative modeling
generative model |
0.8 | 1 | 2024 | EMAGE: Towards Unified Holistic Co-Speech Gesture Generation via Expressive Masked Audio Gesture Modeling · CVPR 2024 |
Audio and music processing
speech processing |
0.8 | 1 | 2024 | EMAGE: Towards Unified Holistic Co-Speech Gesture Generation via Expressive Masked Audio Gesture Modeling · CVPR 2024 |
Machine learning › Representation and self-supervised learning › representation learning
disentangled representation learning |
0.6 | 1 | 2022 | DisCo: Disentangled Implicit Content and Rhythm Learning for Diverse Co-Speech Gestures Synthesis · ACM Multimedia 2022 |
Computer animation and physical simulation › gesture generation
conversational gesture synthesis |
0.6 | 1 | 2022 | BEAT: A Large-Scale Semantic and Emotional Multi-modal Dataset for Conversational Gestures Synthesis · ECCV (7) 2022 |
Computer vision › Video understanding and tracking › motion analysis
human motion analysis |
0.2 | 1 | 2024 | EMAGE: Towards Unified Holistic Co-Speech Gesture Generation via Expressive Masked Audio Gesture Modeling · CVPR 2024 |
Methods — techniques the papers use, named apart from their topics
masked transformer · 1.5masked gesture reconstruction · 1.5VQ-VAE · 1.5voting network · 1.1contrastive loss · 1.1clustering · 1.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | EMAGE: Towards Unified Holistic Co-Speech Gesture Generation via Expressive Masked Audio Gesture ModelingabstractWe propose EMAGE, a framework to generate full-body human gestures from audio and masked gestures, encompassing facial, local body, hands, and global movements. To achieve this, we first introduce BEAT2 (BEAT-SMPLX-FLAME), a new mesh-level holistic co-speech dataset. BEAT2 combines a MoShed SMPL-X body with FLAME head parameters and further refines the modeling of head, neck, and finger movements, offering a community-standardized, high-quality 3D motion captured dataset. EMAGE leverages masked body gesture priors during training to boost inference performance. It involves a Masked Audio Gesture Transformer, facilitating joint training on audio-to-gesture generation and masked gesture reconstruction to effectively encode audio and body gesture hints. Encoded body hints from masked gestures are then separately employed to generate facial and body movements. Moreover, EMAGE adaptively merges speech features from the audio's rhythm and content and utilizes four compositional VQ-VAEs to enhance the results' fidelity and diversity. Experiments demonstrate that EMAGE generates holistic gestures with state-of-the-art performance and is flexible in accepting predefined spatial-temporal gesture inputs, generating complete, audio-synchronized results. Our code and dataset are available.1 Giorgio Becherini, Yichen Peng, Mingyang Su, Xuefei Zhe, Naoya Iwamoto, Michael J. Black |
CVPR | 8 |
| 2023 | A Two-Step Approach for Interactive Animatable Avatars
Takumi Kitamura, Naoya Iwamoto, Hiroshi Kawasaki, Diego Thomas |
CGI | 2 |
| 2022 | BEAT: A Large-Scale Semantic and Emotional Multi-modal Dataset for Conversational Gestures Synthesis
Naoya Iwamoto, Yichen Peng, Zhengqing Li, Elif Bozkurt |
ECCV (7) | 3 |
| 2022 | DisCo: Disentangled Implicit Content and Rhythm Learning for Diverse Co-Speech Gestures SynthesisabstractCurrent co-speech gestures synthesis methods struggle with generating diverse motions and typically collapse to single or few frequent motion sequences, which are trained on original data distribution with customized models and strategies. We tackle this problem by temporally clustering motion sequences into content and rhythm segments and then training on content-balanced data distribution. In particular, by clustering motion sequences, we have observed for each rhythm pattern, some motions appear frequently, while others appear less. This imbalance results in the difficulty of generating low frequent occurrence motions and it cannot be easily solved by resampling, due to the inherent many-to-many mapping between content and rhythm. Therefore, we present DisCo, which disentangles motion into implicit content and rhythm features by contrastive loss for adopting different data balance strategies. Besides, to model the inherent mapping between content and rhythm features, we design a diversity-and-inclusion network (DIN), which firstly generates content features candidates and then selects one candidate by learned voting. Experiments on two public datasets, Trinity and S2G-Ellen, justify that DisCo generates more realistic and diverse motions than state-of-the-art methods. Code and data are available at https://pantomatrix.github.io/DisCo/ Naoya Iwamoto, Zhengqing Li, Elif Bozkurt |
ACM Multimedia | 2 |
| 2019 | Automatic Sign Dance Synthesis from Gesture-based Sign LanguageabstractAutomatic dance synthesis has become more and more popular due to the increasing demand in computer games and animations. Existing research generates dance motions without much consideration for the context of the music. In reality, professional dancers make choreography according to the lyrics and music features. In this research, we focus on a particular genre of dance known as sign dance, which combines gesture-based sign language with full body dance motion. We propose a system to automatically generate sign dance from a piece of music and its corresponding sign gesture. The core of the system is a Sign Dance Model trained by multiple regression analysis to represent the correlations between sign dance and sign gesture/music, as well as a set of objective functions to evaluate the quality of the sign dance. Our system can be applied to music visualization, allowing people with hearing difficulties to understand and enjoy music. Naoya Iwamoto, Hubert P. H. Shum, Wakana Asahina, Shigeo Morishima |
MIG | 1 |
| 2017 | DanceDJ: A 3D Dance Animation Authoring System for Live Performance
Naoya Iwamoto, Takuya Kato, Hubert P. H. Shum, Ryo Kakitsuka, Kenta Hara 0001, Shigeo Morishima |
ACE | 1 |
| 2015 | Multi-layer Lattice Model for Real-Time Dynamic Character DeformationabstractDue to the recent advancement of computer graphics hardware and software algorithms, deformable characters have become more and more popular in real-time applications such as computer games. While there are mature techniques to generate primary deformation from skeletal movement, simulating realistic and stable secondary deformation such as jiggling of fats remains challenging. On one hand, traditional volumetric approaches such as the finite element method require higher computational cost and are infeasible for limited hardware such as game consoles. On the other hand, while shape matching based simulations can produce plausible deformation in real-time, they suffer from a stiffness problem in which particles either show unrealistic deformation due to high gains, or cannot catch up with the body movement. In this paper, we propose a unified multi-layer lattice model to simulate the primary and secondary deformation of skeleton-driven characters. The core idea is to voxelize the input character mesh into multiple anatomical layers including the bone, muscle, fat and skin. Primary deformation is applied on the bone voxels with lattice-based skinning. The movement of these voxels is propagated to other voxel layers using lattice shape matching simulation, creating a natural secondary deformation. Our multi-layer lattice framework can produce simulation quality comparable to those from other volumetric approaches with a significantly smaller computational cost. It is best to be applied in real-time applications such as console games or interactive animation creation. Naoya Iwamoto, Hubert P. H. Shum, Longzhi Yang, Shigeo Morishima |
Comput. Graph. Forum | 1 |