SIGGRAPH Asia 2025 · Conference Papers

How Does a Virtual Agent Decide Where to Look? Symbolic Cognitive Reasoning for Embodied Head Rotation

Juyeong Hwang1* Seong-Eun Hong1* JaeYoung Seon2 HyeongYeop Kang1†
1IIIXR Lab, Korea University  ·  2IIIXR Lab, Kyung Hee University
* Equal contribution  ·  † Corresponding author
Paper Code Video Interactive Replay
SCORE agents in a city scene, each annotated with an action, its field of view and the reason for looking there
SCORE agents decide where to look and why.

Abstract

Natural head rotation is critical for believable embodied virtual agents, yet this micro-level behavior remains largely underexplored. While head-rotation prediction algorithms could, in principle, reproduce this behavior, they typically focus on visually salient stimuli and overlook the cognitive motives that guide head rotation. This yields agents that look at conspicuous objects while overlooking obstacles or task-relevant cues, diminishing realism in a virtual environment. We introduce SCORE, a Symbolic COgnitive Reasoning framework for Embodied Head Rotation, a data-agnostic framework that produces context-aware head movements without task-specific training or hand-tuned heuristics. A controlled VR study (N=20) identifies five motivational drivers of human head movements: Interest, Information Seeking, Safety, Social Schema, and Habit. SCORE encodes these drivers as symbolic predicates, perceives the scene with a Vision–Language Model (VLM), and plans head poses with a Large Language Model (LLM). The framework employs a hybrid workflow: the VLM–LLM reasoning is executed offline, after which a lightweight FastVLM performs online validation to suppress hallucinations while maintaining responsiveness to scene dynamics. The result is an agent that predicts not only where to look but also why, generalizing to unseen scenes and multi-agent crowds while retaining behavioral plausibility.

Video

User Study

APC versions of the scenes with a Santa, a traffic accident, and arguing people highlighted
Study scenes with distractors (red boxes).
Distribution of self-reported head-movement rationales per scenario
Why participants turned their heads, per scenario.

Interest

Information seeking

Safety

Social schema

Habit

Method

SCORE pipeline with the Deliberative Perception-Planning Stage and the Reactive Execution Stage
Plan action–reason pairs offline (DPS), validate them online with a FastVLM (RES).

Interactive Replay

Recorded head trajectories of SCORE, VR participants (Human) and the saliency baseline Track.

0.0 s
Head yaw (°): left < 0 < right

Head-Rotation Trajectories

Scenario
Head-direction trajectories of Human, SCORE and Track for two examples under APC and MDC

Rotate it yourself

Trial
Drag to orbit

Results

Multi-agent example comparing Human, SCORE and Track on Zara scenes
Multi-agent crowds: SCORE looks along the path like humans; Track fixates on storefronts.
Proportional entity category selections of humans and SCORE in the crossing scene
What humans and SCORE look at in the crossing scene.

Removing a driver changes the reasoning

Bus scene: with the Interest driver the agent looks at Santa; without it the agent ignores him
Without Interest, the agent ignores the Santa.
Reasoning and action when Information-seeking, Habit, Safety and Social schema are excluded
Removing the other four drivers.

BibTeX

@inproceedings{hwang2025score,
  title     = {How Does a Virtual Agent Decide Where to Look? Symbolic Cognitive Reasoning for Embodied Head Rotation},
  author    = {Hwang, Juyeong and Hong, Seong-Eun and Seon, JaeYoung and Kang, HyeongYeop},
  booktitle = {SIGGRAPH Asia 2025 Conference Papers},
  year      = {2025}
}