# LLM-Based Selection of Incongruent Verbal and Nonverbal Behavior for Virtual Humans

arXiv: https://arxiv.org/abs/2608.22731 · HTML: https://mlsanity.com/paper/2608.22731/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 17 of its 46 references that are in the map.
- First posted on arXiv 24 Aug 2026.

## Builds on (most cited first, 17 of 17)

- [Speech Gesture Generation from the Trimodal Context of Text, Audio, and Speaker Identity](https://mlsanity.com/paper/2009.02119/) (2020)
- [Learning Speech-driven 3D Conversational Gestures from Video](https://mlsanity.com/paper/2102.06837/) (2021)
- [DiffuseStyleGesture: Stylized Audio-Driven Co-Speech Gesture Generation with Diffusion Models](https://mlsanity.com/paper/2305.04919/) (2023)
- [A Comprehensive Review of Data-Driven Co-Speech Gesture Generation](https://mlsanity.com/paper/2301.05339/) (2023)
- [ConvoFusion: Multi-Modal Conversational Diffusion for Co-Speech Gesture Synthesis](https://mlsanity.com/paper/2403.17936/) (2024)
- [Let's Face It: Probabilistic Multi-modal Interlocutor-aware Generation of Facial Gestures in Dyadic Settings](https://mlsanity.com/paper/2006.09888/) (2020)
- [Co-Speech Gesture Video Generation via Motion-Decoupled Diffusion Model](https://mlsanity.com/paper/2404.01862/) (2024)
- [Diffusion-Based Co-Speech Gesture Generation Using Joint Text and Audio Representation](https://mlsanity.com/paper/2309.05455/) (2023)
- [DiffMotion: Speech-Driven Gesture Synthesis Using Denoising Diffusion Model](https://mlsanity.com/paper/2301.10047/) (2023)
- [SIGGesture: Generalized Co-Speech Gesture Synthesis via Semantic Injection with Large-Scale Pre-Training Diffusion Models](https://mlsanity.com/paper/2405.13336/) (2024)
- [Motion-example-controlled Co-speech Gesture Generation Leveraging Large Language Models](https://mlsanity.com/paper/2507.20220/) (2025)
- [Large language models in textual analysis for gesture selection](https://mlsanity.com/paper/2310.13705/) (2023)
- [LLM Gesticulator: Leveraging Large Language Models for Scalable and Controllable Co-Speech Gesture Synthesis](https://mlsanity.com/paper/2410.10851/) (2024)
- [Can LLMs Generate Behaviors for Embodied Virtual Agents Based on Personality Traits?](https://mlsanity.com/paper/2508.21087/) (2025)
- [Large Language Models for Virtual Human Gesture Selection](https://mlsanity.com/paper/2503.14408/) (2025)
- [Cosh-DiT: Co-Speech Gesture Video Synthesis via Hybrid Audio-Visual Diffusion Transformers](https://mlsanity.com/paper/2503.09942/) (2025)
- [DiM-Gesture: Co-Speech Gesture Generation with Adaptive Layer Normalization Mamba-2 framework](https://mlsanity.com/paper/2408.00370/) (2024)

## Abstract (arXiv)

Nonverbal behavior generation systems for virtual agents often take an utterance as input and generate nonverbal behaviors that emphasize or illustrate the content of the verbal channel. However, human nonverbal behavior is shaped by more than the content of the speech. It is also influenced by speaker roles, interpersonal relationships, social context, and the cognitive and emotional states of the interactants. As a result, the nonverbal channel may reinforce, weaken, qualify, or even contradict the verbal channel. It may also reveal internal states that are hidden or only indirectly implied in speech, including emotional "leakage" that may be incidental to the immediate interaction. Modeling this richer relationship between verbal and nonverbal behavior is important for designing virtual agents that exhibit realistic, human-like behavior. It is especially critical in training contexts that require nuanced social interpretation, such as counseling simulations involving virtual patients. Drawing on Ekman's framework of verbal nonverbal relationships, we propose a taxonomy of categories in which mismatches between verbal and nonverbal behavior can occur. We then examine alternative approaches for realizing these behaviors using large language models, focusing on whether LLMs can select contextually appropriate mismatched verbal and nonverbal behaviors from a given dialogue and social interaction context. Finally, we evaluate the resulting behaviors in a human-subject study, assessing whether context-driven nonverbal behavior, when embodied in a virtual human, produces the intended effects on observers.
