Related papers: GEMINI: A Generic Multi-Modal Natural Interface Fr…
Before the computer age, games were played in the physical world where players would have to interact with real objects and each other, triggering a series of emotions. Nowadays, the computer games have become one of the most popular forms…
Game Design Pillars are natural language artifacts commonly used in game development to communicate a project's core vision and ensure a coherent player experience. Their linguistic nature aligns well with the strengths of Large Language…
(arXiv abridged abstract) In the last two decades, videogames have evolved in a nearly explosive way from the pixelated graphics to today's near-realistic 3D environments. The interaction devices traditionally used in videogames have not…
This paper outlines the development and evaluation of a wearable haptic game interface. The device differs from many traditional haptic feedback implementation in that it combines vibrotactile feedback with gesture based input, thus…
World modeling is a crucial task for enabling intelligent agents to effectively interact with humans and operate in dynamic environments. In this work, we propose MineWorld, a real-time interactive world model on Minecraft, an open-ended…
This paper presents Gemini, a functional programming language for hardware description that provides features such as parametric polymorphism, recursive datatypes, higher-order functions, and type inference for higher expressivity compared…
The most commonly used interface between a video game and the human user is a handheld "game controller", "game pad", or in some occasions an "arcade stick." Directional pads, analog sticks and buttons - both digital and analog - are linked…
This paper presents a design of a non-player character (AI) for promoting balancedness in use of body segments when engaging in full-body motion gaming. In our experiment, we settle a battle between the proposed AI and a player by using…
Human-Computer Interfaces have always played a fundamental role in usability and commands' interpretability of the modern software systems. With the explosion of the Artificial Intelligence concept, such interfaces have begun to fill the…
Complex animated transitions may be easier to understand when divided into separate, consecutive stages. However, effective staging requires careful attention to both animation semantics and timing parameters. We present Gemini2, a system…
We introduce SIMA 2, a generalist embodied agent that understands and acts in a wide variety of 3D virtual worlds. Built upon a Gemini foundation model, SIMA 2 represents a significant step toward active, goal-directed interaction within an…
This study proposes middleware, GameControllerizer, that allows users to combine the processes of Internet of Things (IoT) devices, Web services, and applications of Artificial Intelligence (AI), and to convert them into game control…
This paper proposed a novel method to replace the traditional mouse controller by using Microsoft Kinect Sensor to realize the functional implementation on human-machine interaction. With human hand gestures and movements, Kinect Sensor…
Personality assessment in career guidance and personnel selection traditionally relies on self-report questionnaires, which are susceptible to response bias, fatigue, and intentional distortion. Game-based assessment offers a promising…
Aging or sedentary behavior can decrease motor capabilities causing a loss of autonomy. Prevention or readaptation programs that involve practice of physical activities can be precious tools to fight against this phenomenon. ?Serious? video…
Recent advancements in Graphical User Interface (GUI) agents have predominantly focused on training paradigms like supervised fine-tuning (SFT) and reinforcement learning (RL). However, the challenge of high-dynamic GUI environments remains…
This paper outlines the development of a wearable game controller incorporating vibrotacticle haptic feedback that provides a low cost, versatile and intuitive interface for controlling digital games. The device differs from many…
We introduce a real-time, human-in-the-loop gesture control framework that can dynamically adapt audio and music based on human movement by analyzing live video input. By creating a responsive connection between visual and auditory stimuli,…
In the industry, numerous commercial packages provide tools to introduce, and analyse human behaviour in the product's environment (for maintenance, ergonomics...), thanks to Virtual Humans. We will focus on control. Thanks to algorithms…
The real world unfolds along a single set of physics laws, yet human intelligence demonstrates a remarkable capacity to generalize experiences from this singular physical existence into a multiverse of games, each governed by entirely…