Related papers: Avatar Mobility in Networked Virtual Environments:…
Trajectory modelling had been the principal research area for understanding and anticipating human behaviour. Predicting the dynamic path by observing the agent and its surrounding environment are essential for applications such as…
Human mobility in cities is shaped not only by visible structures such as highways, rivers, and parks but also by invisible barriers rooted in socioeconomic segregation, uneven access to amenities, and administrative divisions. Yet…
We study the dynamics of interacting agents from two distinct inter-mixed populations: One population includes active agents that follow a predetermined velocity field, while the second population contains exclusively passive agents, i.e.…
Understanding human locomotion is crucial for AI agents such as robots, particularly in complex indoor home environments. Modeling human trajectories in these spaces requires insight into how individuals maneuver around physical obstacles…
Cybernetic avatars are hybrid interaction robots or digital representations that combine autonomous capabilities with teleoperated control. This study investigates the acceptance of cybernetic avatars in the highly multicultural society of…
Recent advances in human mobility research have revealed consistent pairwise characteristics in movement behavior, yet existing mobility models often overlook the spatial and topological structure of mobility networks. By analyzing millions…
While avatars have grown in popularity in social settings, their use in the workplace is still debatable. We conducted a large-scale survey to evaluate knowledge worker sentiment towards avatars, particularly the effects of realism on their…
Real-time animation of virtual characters has traditionally been accomplished by playing short sequences of animations structured in the form of a graph. These methods are time-consuming to set up and scale poorly with the number of motions…
Mobility and network traffic have been traditionally studied separately. Their interaction is vital for generations of future mobile services and effective caching, but has not been studied in depth with real-world big data. In this paper,…
Virtual avatars offer new opportunities to reshape communication experiences beyond traditional live video. However, it remains unclear how avatar representations influence communication anxiety for English as a Second Language (ESL)…
In recent years, social virtual reality (VR), sometimes described as the "metaverse," has become widely available. With its potential comes risks, including risks to privacy. To understand these risks, we study the identifiability of…
An avatar mirroring the user's movement is commonly adopted in Virtual Reality(VR). Maintaining the user-avatar movement consistency provides the user a sense of body ownership and thus an immersive experience. However, breaking this…
Pose-driven full-body avatars built on neural rendering produce high-quality novel views of a captured subject. Yet loose clothing and other dynamic elements deform in ways pose alone cannot explain: the same pose can correspond to many…
Human mobility patterns are complex and distinct from one person to another. Nevertheless, motivated by tremendous potential benefits of modeling such patterns in enabling new mobile services and technologies, researchers have attempted to…
Recent seminal works on human mobility have shown that individuals constantly exploit a small set of repeatedly visited locations. A concurrent literature has emphasized the explorative nature of human behavior, showing that the number of…
Daily interactions naturally define social circles. Individuals tend to be friends with the people they spend time with and they choose to spend time with their friends, inextricably entangling physical location and social relationships. As…
Scientists have traditionally limited the mechanisms of social cognition to one brain, but recent approaches claim that interaction also realizes cognitive work. Experiments under constrained virtual settings revealed that interaction…
It is now possible to reconstruct dynamic human motion and shape from a sparse set of cameras using Neural Radiance Fields (NeRF) driven by an underlying skeleton. However, a challenge remains to model the deformation of cloth and skin in…
In this paper, we present a methodology for the development of embodied conversational agents for social virtual worlds. The agents provide multimodal communication with their users in which speech interaction is included. Our proposal…
In this study, our goal is to create interactive avatar agents that can autonomously plan and animate nuanced facial movements realistically, from both visual and behavioral perspectives. Given high-level inputs about the environment and…