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  1. Abstract 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. 
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  2. Motivated by humans' ability to adapt skills in the learning of new ones, this paper presents AdaptNet, an approach for modifying the latent space of existing policies to allow new behaviors to be quickly learned from like tasks in comparison to learning from scratch. Building on top of a given reinforcement learning controller, AdaptNet uses a two-tier hierarchy that augments the original state embedding to support modest changes in a behavior and further modifies the policy network layers to make more substantive changes. The technique is shown to be effective for adapting existing physics-based controllers to a wide range of new styles for locomotion, new task targets, changes in character morphology and extensive changes in environment. Furthermore, it exhibits significant increase in learning efficiency, as indicated by greatly reduced training times when compared to training from scratch or using other approaches that modify existing policies. Code is available athttps://motion-lab.github.io/AdaptNet. 
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  3. Variation in muscular tension has important expressive impacts on agent motion; however, it is difficult to tune simulations to achieve particular effects. With a focus on gesture animation, we introduce mass trackers, a lightweight approach that employs proportional derivative control to track point masses that define the position of each wrist. The restriction to point masses allows the derivation of response functions that support straightforward tuning of system behavior. Using the point mass as an end-effector for an inverse kinematics rig allows easy control of both loose and high tension arm motion. Examples illustrate the expressive variation that can be achieved with this tension modulation. Two perceptual studies confirm that these changes impact the overall level of tension perceived in the motion of a gesturing character and further explore the parameter space. Practical guidelines on tuning are discussed. 
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