Related papers: Live-action Virtual Reality Games
In this paper we present a system capable of collecting and annotating, human performed, robot understandable, everyday activities from virtual environments. The human movements are mapped in the simulated world using off-the-shelf virtual…
We introduce RealPlay, a neural network-based real-world game engine that enables interactive video generation from user control signals. Unlike prior works focused on game-style visuals, RealPlay aims to produce photorealistic, temporally…
Recent multiplayer video games (MPVGs) have increasingly incorporated social behaviors, such as gathering in the same place and facing each other, to enhance player interaction. This study aims to develop an MPVG system that facilitates…
In this paper, we investigate the use of multimodal large language models (MLLMs) for generating virtual activities, leveraging the integration of vision-language modalities to enable the interpretation of virtual environments. Our approach…
This paper describes our research on AI agents embodied in visual, virtual or physical forms, enabling them to interact with both users and their environments. These agents, which include virtual avatars, wearable devices, and robots, are…
Digital life, a form of life generated by computer programs or artificial intelligence systems, it possesses self-awareness, thinking abilities, emotions, and subjective consciousness. Achieving it involves complex neural networks,…
Mixed Reality (MR) increasingly explores how virtual elements can shape physical behavior, yet how MR objects guide group movement remains underexplored. We address this gap by examining how virtual objects can nudge collective, co-located…
Large language models (LLMs) are bringing richer dialogue and social behavior into games, but they also expose a control problem that existing game interfaces do not directly address: how should LLM characters participate in live…
The landscape of video generation is shifting, from a focus on generating visually appealing clips to building virtual environments that support interaction and maintain physical plausibility. These developments point toward the emergence…
Particularly close attention is being paid today among researchers in social science disciplines to aspects of learning in the digital age, especially for the Digitally Native Generation. In the context of museums, the question is: how can…
Virtual Reality (VR) games that feature physical activities have been shown to increase players' motivation to do physical exercise. However, for such exercises to have a positive healthcare effect, they have to be repeated several times a…
Virtual Reality applications are becoming increasingly mature. The requirements and complexity of such systems is steadily increasing. Realistic and detailed environments are often omitted in order to concentrate on the interaction…
Recent advances in video diffusion transformers have enabled interactive gaming world models that allow users to explore generated environments over extended horizons. However, existing approaches struggle with precise action control and…
This paper intends to introduce a game-based 3D Virtual Learning Environment (VLE) to second graders. The impetus arose from the need to make learning in mathematics more effective and interesting through multimedia. Applied in a game, the…
Existing methods of haptic feedback for virtual fluids are challenging to scale, lack durability for long-term rough use, and fail to fully capture the expressive haptic qualities of fluids. To overcome these limitations, we present…
This demo is about automatic authoring of various motion effects that are provided with audiovisual content to improve user experiences. Traditionally, motion effects have been used for simulators, e.g., flight simulators for pilots and…
To fill the lack of research efforts in virtual assembly of modules and training, this paper presents a virtual manipulation of building objects in an Immersive Virtual Environment (IVE). A worker wearing a Virtual Reality (VR) head-mounted…
To enable automated software testing, the ability to automatically navigate to a state of interest and to explore all, or at least sufficient number of, instances of such a state is fundamental. When testing a computer game the problem has…
This chapter outlines the relation between artificial intelligence (AI) / machine learning (ML) algorithms and digital games. This relation is two-fold: on one hand, AI/ML researchers can generate large, in-the-wild datasets of human…
Due to the increase of interest in Augmented Reality (AR), the potential uses of AR are increasing also. It can benefit the user in various fields such as education, business, medicine, and other. Augmented Reality supports the real…