Related papers: DrawTalking: Building Interactive Worlds by Sketch…
This software project based paper is for a vision of the near future in which computer interaction is characterized by natural face-to-face conversations with lifelike characters that speak, emote, and gesture. The first step is speech. The…
Users interacting with voice assistants today need to phrase their requests in a very specific manner to elicit an appropriate response. This limits the user experience, and is partly due to the lack of reasoning capabilities of dialogue…
In this paper, we present Code Shrew, a new software platform accompanied by an interactive programming course. Its aim is to teach the fundamentals of computer programming by enabling users to create their own drawings and animations. The…
Dialogue authoring in large games requires not only content creation but the subtlety of its delivery, which can vary from character to character. Manually authoring this dialogue can be tedious, time-consuming, or even altogether…
The creation of lifelike speech-driven 3D facial animation requires a natural and precise synchronization between audio input and facial expressions. However, existing works still fail to render shapes with flexible head poses and natural…
Three-dimensional immersive sketching for content creation and modeling has been studied for some time. However, research in this domain mainly focused on CAVE-like scenarios. These setups can be expensive and offer a narrow interaction…
One of the long-term goals of artificial intelligence is to build an agent that can communicate intelligently with human in natural language. Most existing work on natural language learning relies heavily on training over a pre-collected…
Task-oriented conversational systems often use dialogue state tracking to represent the user's intentions, which involves filling in values of pre-defined slots. Many approaches have been proposed, often using task-specific architectures…
Different people speak with diverse personalized speaking styles. Although existing one-shot talking head methods have made significant progress in lip sync, natural facial expressions, and stable head motions, they still cannot generate…
Recent 3D world modeling systems based on generative scene synthesis, such as Marble, can create coherent and explorable 3D environments, yet their outputs are typically static monolithic assets with limited editability and physical…
Human collaboration with systems within the Computational Creativity (CC) field is often restricted to shallow interactions, where the creative processes, of systems and humans alike, are carried out in isolation, without any (or little)…
We present WorldCanvas, a framework for promptable world events that enables rich, user-directed simulation by combining text, trajectories, and reference images. Unlike text-only approaches and existing trajectory-controlled image-to-video…
Teaching programming in early childhood (4-9) to enhance computational thinking has gained popularity in the recent movement of computer science for all. However, current practices ignore some fundamental issues resulting from young…
Audio-driven talking head generation has drawn growing attention. To produce talking head videos with desired facial expressions, previous methods rely on extra reference videos to provide expression information, which may be difficult to…
In this paper, we introduce Dixit, an interactive visual storytelling system that the user interacts with iteratively to compose a short story for a photo sequence. The user initiates the process by uploading a sequence of photos. Dixit…
Augmented reality is a research area that tries to embody an electronic information space within the real world, through computational devices. A crucial issue within this area, is the recognition of real world objects or situations. In…
Achieving disentangled control over multiple facial motions and accommodating diverse input modalities greatly enhances the application and entertainment of the talking head generation. This necessitates a deep exploration of the decoupling…
We describe a system that lets a designer interactively draw patterns of strokes in the picture plane, then guide the synthesis of similar patterns over new picture regions. Synthesis is based on an initial user-assisted analysis phase in…
The dialogue experience with conversational agents can be greatly enhanced with multimodal and immersive interactions in virtual reality. In this work, we present an open-source architecture with the goal of simplifying the development of…
To interact with humans and act in the world, agents need to understand the range of language that people use and relate it to the visual world. While current agents can learn to execute simple language instructions, we aim to build agents…