# DigitCode: Symbolic Tokenization of Hand Motion by Anatomical Units

arXiv: https://arxiv.org/abs/2608.03127 · HTML: https://mlsanity.com/paper/2608.03127/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 31 of its 46 references that are in the map.
- First posted on arXiv 4 Aug 2026.

## Builds on (most cited first, 30 of 31)

- [LLaMA: Open and Efficient Foundation Language Models](https://mlsanity.com/paper/2302.13971/) (2023)
- [Neural Discrete Representation Learning](https://mlsanity.com/paper/1711.00937/) (2017)
- [SoundStream: An End-to-End Neural Audio Codec](https://mlsanity.com/paper/2107.03312/) (2021)
- [MotionGPT: Human Motion as a Foreign Language](https://mlsanity.com/paper/2306.14795/) (2023)
- [Finite Scalar Quantization: VQ-VAE Made Simple](https://mlsanity.com/paper/2309.15505/) (2023)
- [MoMask: Generative Masked Modeling of 3D Human Motions](https://mlsanity.com/paper/2312.00063/) (2023)
- [TM2T: Stochastic and Tokenized Modeling for the Reciprocal Generation of 3D Human Motions and Texts](https://mlsanity.com/paper/2207.01696/) (2022)
- [Reconstructing Hands in 3D with Transformers](https://mlsanity.com/paper/2312.05251/) (2023)
- [FreiHAND: A Dataset for Markerless Capture of Hand Pose and Shape from Single RGB Images](https://mlsanity.com/paper/1909.04349/) (2019)
- [InterHand2.6M: A Dataset and Baseline for 3D Interacting Hand Pose Estimation from a Single RGB Image](https://mlsanity.com/paper/2008.09309/) (2020)
- [DexMV: Imitation Learning for Dexterous Manipulation from Human Videos](https://mlsanity.com/paper/2108.05877/) (2021)
- [Progressive Transformers for End-to-End Sign Language Production](https://mlsanity.com/paper/2004.14874/) (2020)
- [Image and Video Tokenization with Binary Spherical Quantization](https://mlsanity.com/paper/2406.07548/) (2024)
- [Compound Word Transformer: Learning to Compose Full-Song Music over Dynamic Directed Hypergraphs](https://mlsanity.com/paper/2101.02402/) (2021)
- [VideoDex: Learning Dexterity from Internet Videos](https://mlsanity.com/paper/2212.04498/) (2022)
- [Being-H0: Vision-Language-Action Pretraining from Large-Scale Human Videos](https://mlsanity.com/paper/2507.15597/) (2025)
- [CoMo: Controllable Motion Generation through Language Guided Pose Code Editing](https://mlsanity.com/paper/2403.13900/) (2024)
- [ContactGen: Generative Contact Modeling for Grasp Generation](https://mlsanity.com/paper/2310.03740/) (2023)
- [HandRefiner: Refining Malformed Hands in Generated Images by Diffusion-based Conditional Inpainting](https://mlsanity.com/paper/2311.17957/) (2023)
- [MoGenTS: Motion Generation based on Spatial-Temporal Joint Modeling](https://mlsanity.com/paper/2409.17686/) (2024)
- [G2P-DDM: Generating Sign Pose Sequence from Gloss Sequence with Discrete Diffusion Model](https://mlsanity.com/paper/2208.09141/) (2022)
- [Contrastive Representation Learning for Hand Shape Estimation](https://mlsanity.com/paper/2106.04324/) (2021)
- [HOIGPT: Learning Long Sequence Hand-Object Interaction with Language Models](https://mlsanity.com/paper/2503.19157/) (2025)
- [Signs as Tokens: A Retrieval-Enhanced Multilingual Sign Language Generator](https://mlsanity.com/paper/2411.17799/) (2024)
- [RealisHuman: A Two-Stage Approach for Refining Malformed Human Parts in Generated Images](https://mlsanity.com/paper/2409.03644/) (2024)
- [ScaleMoGen: Autoregressive Next-Scale Prediction for Human Motion Generation](https://mlsanity.com/paper/2605.11704/) (2026)
- [BEAT: Tokenizing and Generating Symbolic Music by Uniform Temporal Steps](https://mlsanity.com/paper/2604.19532/) (2026)
- [Time-Shifted Token Scheduling for Symbolic Music Generation](https://mlsanity.com/paper/2509.23749/) (2025)
- [M3T: Discrete Multi-Modal Motion Tokens for Sign Language Production](https://mlsanity.com/paper/2603.23617/) (2026)
- [LaMoGen: Language to Motion Generation Through LLM-Guided Symbolic Inference](https://mlsanity.com/paper/2603.11605/) (2026)

## Abstract (arXiv)

Hand motion carries the finest-grained information in human activity, yet the representations behind hand generation, understanding, and robot learning are overwhelmingly continuous--joint angles or MANO parameters. These are accurate but unstructured: a finger cannot be indexed or edited as a symbol, and nothing marks a pose as anatomically valid. Discrete symbolic representations supply exactly this structure, and Hand Labanotation (HL) has shown they are feasible for the hand, writing motion as a T x 40 grid of one fixed direction symbol per bone. Building on this grid, we ask the question underneath it: the anatomical unit a symbol should span--bone, finger, or whole hand. DigitCode answers it by adapting, grouping, and layering HL's alphabet along the hand's unit hierarchy within one code, cutting the symbolic representation's quantization error by three quarters. The lever is the unit, not the quantizer family: at a fixed unit, training-free and learned strong quantizers are interchangeable on reconstruction, while moving down the anatomical hierarchy is what shifts accuracy. The hierarchy also tracks what downstream tasks need. Because a finger is a genuine, enumerable unit, one per-finger token doubles as a training-free, editable handle for jobs a continuous representation cannot address--repairing malformed generated hands, and retargeting them onto robots. We release HandTok, a reproducible testbed, so hand tokenizers can be compared unit-for-unit. Project page: https://digitcode-demo.github.io.
