Related papers: Visualization in Motion in Video Games for Differe…
We consider multi-player games played on graphs, in which the players aim at fulfilling their own (not necessarily antagonistic) objectives. In the spirit of evolutionary game theory, we suppose that the players have the right to repeatedly…
This study delves into the key issues of representation and accessibility in game development. Despite their societal significance, video games face ongoing criticism for lacking diversity in both the workforce and content, excluding…
In some games, additional information hurts a player, e.g., in games with first-mover advantage, the second-mover is hurt by seeing the first-mover's move. What properties of a game determine whether it has such negative "value of…
Vision-language reinforcement learning (RL) has primarily focused on narrow domains (e.g. geometry or chart reasoning). This leaves broader training scenarios and resources underexplored, limiting the exploration and learning of Vision…
Being an emerging business practice, gamification is going to the mainstream to enable and transform social business initiatives across enterprises. With the consistent focus on customer behavior and experience, there is a paradigm shift in…
Motion segmentation is currently an active area of research in computer Vision. The task of comparing different methods of motion segmentation is complicated by the fact that researchers may use subtly different definitions of the problem.…
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…
Video prediction aims to generate realistic future frames by learning dynamic visual patterns. One fundamental challenge is to deal with future uncertainty: How should a model behave when there are multiple correct, equally probable future?…
We propose novel motion representations for animating articulated objects consisting of distinct parts. In a completely unsupervised manner, our method identifies object parts, tracks them in a driving video, and infers their motions by…
Data Physicalization focuses on understanding how physical representations of data can support communication, learning and problem-solving. As an emerging area, Data Physicalization research needs conceptual foundations to support thinking…
In the domain of Sport Analytics, Global Positioning Systems devices are intensively used as they permit to retrieve players' movements. Team sports' managers and coaches are interested on the relation between players' patterns of movements…
Time series data are prevalent across various domains and often encompass large datasets containing multiple time-dependent features in each sample. Exploring time-varying data is critical for data science practitioners aiming to understand…
Data visualizations are standard tools for assessing and communicating risks. However, it is not always clear which designs are optimal or how encoding choices might influence risk perception and decision-making. In this paper, we report…
Both text and video data are abundant on the internet and support large-scale self-supervised learning through next token or frame prediction. However, they have not been equally leveraged: language models have had significant real-world…
Continuous-time assessments of game outcomes in sports have become increasingly common in the last decade. In American football, only discrete-time estimates of play value were possible, since the most advanced public football datasets were…
Motions of virtual characters in movies or video games are typically generated by recording actors using motion capturing methods. Animations generated this way often need postprocessing, such as improving the periodicity of cyclic…
Rule sets are often used in Machine Learning (ML) as a way to communicate the model logic in settings where transparency and intelligibility are necessary. Rule sets are typically presented as a text-based list of logical statements…
In computer vision, video-based approaches have been widely explored for the early classification and the prediction of actions or activities. However, it remains unclear whether this modality (as compared to 3D kinematics) can still be…
In research and practice into the accessibility of digital games, much of the work has focused on how to make games accessible to people with disa- bilities. With an increasing number of people with disabilities playing main- stream…
Current approaches to video analysis of human motion focus on raw pixels or keypoints as the basic units of reasoning. We posit that adding higher-level motion primitives, which can capture natural coarser units of motion such as backswing…