Anna Klezovich


2026

This paper investigates the bitrate–distortion trade-off of different discrete representations for Swedish Sign Language (STS) using the STS Mocap v1 motion capture dataset. We compare the K-Means algorithm with the Residual Vector Quantized Variational Autoencoder (RQ-VAE) to determine how efficiently each method preserves salient motion information at low bitrates. The results show that RQ-VAE consistently achieves lower reconstruction error than K-Means at matching bitrates, particularly for body motion, and better preserves the signing space volume. We further demonstrate that quantized representations can serve as conditioning for a flow-matching generative model, producing plausible but still imperfect sign sequences at low bitrates. These findings highlight the advantages of vector quantized models for efficient sign language motion encoding.
We present a new 4.1 hours long high-quality motion capture sign language dataset for Swedish Sign Language — STS Mocap v1. The dataset consists of high quality multimodal data: body tracked with markers, fingers tracked with Manus Quantum Metagloves, face tracked with iPhone LiveLink app in MetaHuman Animator mode, and corresponding textual sentence translation to spoken Swedish. With the help of this dataset, we show that four hours of motion capture data is enough for generative modeling of sign language conditioned on 2D pose. In comparison, training the same flow-matching model on only 30 minutes of this data, which is a common size for sign language motion capture datasets, shows a significant degradation in the quality of the synthesized data.
Grounding language in the physical world requires AI systems to interpret references that emerge dynamically during conversation. While current vision-language models (VLMs) excel at static image tasks, they struggle to resolve ambiguous expressions in spontaneous, multi-turn dialogue. We address this gap by introducing MM-Conv—speak, point, look—a benchmark for referential communication in dynamic 3D environments, built from 6.7 hours of egocentric VR interaction with synchronized speech, motion, gaze, and 3D scene geometry. The benchmark includes over 4,200 manually verified referring expressions spanning full, partitive, and pronominal types, enabling systematic evaluation of multimodal reference resolution.

2024

2018