Open-weight and frontier vision-language models (VLMs) perform well on general image understanding, but their ability to interpret fine-grained hand gestures in safety-critical operational contexts remains largely unexamined. We introduce SafeGesture, a benchmark that evaluates whether a model can infer scenario-appropriate safety actions from hand gestures. It pairs six HaGRID gestures with eight operational scenarios for 4,800 items and evaluates Qwen2.5-VL-7B, LLaVA-NeXT-7B, InternVL2-8B, Phi-3.5-Vision, and GPT-4o. Results reveal a perception-reasoning decoupling: GPT-4o achieves 98.4% gesture accuracy but 53.3% safety accuracy, while Qwen2.5-VL reaches 84.9% and 39.5%, yielding gaps of 45.0 and 45.4 percentage points. Four of five models rarely or never use the uncertainty label, and failure directions differ substantially across models. Accuracy also obscures label bias: a scenario-majority policy with no visual input reaches 58.3%, above every evaluated model, while only GPT-4o exceeds this prior under macro-F1. Visual input improves safety accuracy by 11.2 to 30.2 percentage points, but providing the ground-truth gesture as text improves performance by only 0.4 to 3.2 points, and no model exceeds 56.2%. These results indicate that the main bottleneck is scenario-conditioned safety reasoning rather than gesture recognition.
Creating photorealistic 3D human avatars with realistic upper-body motion remains challenging. Existing approaches either focus on the head and overlook hand gestures, or reconstruct the full body but fail to preserve fine-grained facial fidelity and hand pose accuracy. As a result, current methods struggle to capture the subtle dynamics of facial expressions and hand gestures that are crucial for natural human communication. While methods based on full-body parametric models enable avatar reconstruction from monocular or multi-view inputs, they often lack accurate facial animation and detailed hand articulation. To address these limitations, we propose MVFGA, a novel multi-view-consistent pipeline for generating realistic upper-body avatars. Our approach models the face and hands separately and fuses them with a parametric upper-body mesh model, enabling the capture of fine-grained facial expressions and hand poses for accurate upper-body avatar reconstruction. We then splat 3D Gaussians onto the obtained mesh, enabling high-quality rendering of dynamic avatars from novel viewpoints. Furthermore, we introduce MVFGA-MoCap, a multi-view upper-body motion capture dataset featuring controlled facial expression sequences, diverse hand gestures, and free-form communication. Experiments show that MVFGA generates visually realistic avatars with high-fidelity facial expressions and hand motions, outperforming baselines for upper-body avatar animation. Project page: https://dfki-av.github.io/MVFGA/