Related papers: MindSculpt: Using a Brain-Computer Interface to En…
Shape is commonly used to distinguish between categories in multi-class scatterplots. However, existing guidelines for choosing effective shape palettes rely largely on intuition and do not consider how these needs may change as the number…
This paper explores the problem of reconstructing temporally consistent surfaces from a 3D point cloud sequence without correspondence. To address this challenging task, we propose DynoSurf, an unsupervised learning framework integrating a…
Mixed reality platforms allow users to create virtual environments, yet novice users struggle with both ideation and execution in spatial design. While existing AI models can automatically generate scenes based on user prompts, the lack of…
Creating CAD digital twins from the physical world is crucial for manufacturing, design, and simulation. However, current methods typically rely on costly 3D scanning with labor-intensive post-processing. To provide a user-friendly design…
While recent works have achieved great success on image-to-3D object generation, high quality and fidelity 3D head generation from a single image remains a great challenge. Previous text-based methods for generating 3D heads were limited by…
Reconstructing visual stimuli from brain recordings has been a meaningful and challenging task. Especially, the achievement of precise and controllable image reconstruction bears great significance in propelling the progress and utilization…
It is clear that the current attempts at using algorithms to create artificial neural networks have had mixed success at best when it comes to creating large networks and/or complex behavior. This should not be unexpected, as creating an…
Grasp planning is an important task for robotic manipulation. Though it is a richly studied area, a standalone, fast, and differentiable grasp planner that can work with robot grippers of different DOFs has not been reported. In this work,…
Recent multimodal large language models (MLLMs) have made remarkable progress in visual understanding and language-based reasoning, yet they lack a persistent world-centered representation for spatially consistent reasoning in 3D…
We present ShapeClipper, a novel method that reconstructs 3D object shapes from real-world single-view RGB images. Instead of relying on laborious 3D, multi-view or camera pose annotation, ShapeClipper learns shape reconstruction from a set…
How do we imagine visual objects and combine them to create new forms? To answer this question, we need to explore the cognitive, computational and neural mechanisms underlying imagery and creativity. The body of research on deep learning…
Creating realistic 3D head assets for virtual characters that match a precise artistic vision remains labor-intensive. We present a novel framework that streamlines this process by providing artists with intuitive control over generated 3D…
Grid layouts are used by designers to spatially organise user interfaces when sketching and wireframing. However, their design is largely time consuming manual work. This is challenging due to combinatorial explosion and complex objectives,…
Aiming to reconstruct visual stimuli from brain signals, brain decoding has recently made significant progress using functional magnetic resonance imaging (fMRI). However, it still has challenging issues such as substantial individual…
Mindfulness has been studied and practiced in enhancing psychological well-being while reducing neuroticism and psychopathological indicators. However, practicing mindfulness with continuous attention is challenging, especially for…
In this work, we explore the musical interface potential of the MindCube, an interactive device designed to study emotions. Embedding diverse sensors and input devices, this interface resembles a fidget cube toy commonly used to help users…
Results from a triple-blind mixed-method user study into the effectiveness of mixed-initiative tools for the procedural generation of game levels are presented. A tool which generates levels using interactive evolutionary optimisation was…
Processes of urban planning, urban design and architecture are inherently tangible, iterative and collaborative. Nevertheless, the majority of tools in these fields offer virtual environments and single user experience. This paper presents…
Achieving personalized intelligence at the edge with real-time learning capabilities holds enormous promise in enhancing our daily experiences and helping decision making, planning, and sensing. However, efficient and reliable edge learning…
Immersive environments have gradually become standard for visualizing and analyzing large or complex datasets that would otherwise be cumbersome, if not impossible, to explore through smaller scale computing devices. However, this type of…