Related papers: Magical Experience with Full-body Action
Recently, there has been growing interest in investigating the effects of self-representation on user experience and perception in virtual environments. However, few studies investigated the effects of levels of body representation…
Can we make virtual characters in a scene interact with their surrounding objects through simple instructions? Is it possible to synthesize such motion plausibly with a diverse set of objects and instructions? Inspired by these questions,…
We present TouchWalker, a real-time system for controlling full-body avatar locomotion using finger-walking gestures on a touchscreen. The system comprises two main components: TouchWalker-MotionNet, a neural motion generator that…
Humans communicate non-verbally by sharing physical rhythms, such as nodding and gestures, to involve each other. This sharing of physicality creates a sense of unity and makes humans feel involved with others. In this paper, we developed a…
Human emotions are essentially molded by lived experiences, from which we construct personalised meaning. The engagement in such meaning-making process has been practiced as an intervention in various psychotherapies to promote wellness.…
The paper describes a flexible and modular platform to create multimodal interactive agents. The platform operates through an event-bus on which signals and interpretations are posted in a sequence in time. Different sensors and…
Believable proxies of human behavior can empower interactive applications ranging from immersive environments to rehearsal spaces for interpersonal communication to prototyping tools. In this paper, we introduce generative…
Animating an avatar that reflects a user's action in the VR world enables natural interactions with the virtual environment. It has the potential to allow remote users to communicate and collaborate in a way as if they met in person.…
This work presents the design, build, control, and preliminary user data of a locomotion interface called ForceBot. It delivers lower-body haptic interaction in virtual reality (VR), enabling users to walk in VR while interacting with…
Generative models trained on internet data have revolutionized how text, image, and video content can be created. Perhaps the next milestone for generative models is to simulate realistic experience in response to actions taken by humans,…
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…
MetaDecorator, is a framework that empowers users to personalize virtual spaces. By leveraging text-driven prompts and image synthesis techniques, MetaDecorator adorns static panoramas captured by 360{\deg} imaging devices, transforming…
Immersive rooms are increasingly popular augmented reality systems that support multi-agent interactions within a virtual world. However, despite extensive content creation and technological developments, insights about perceptually-driven…
Spatial Orchestra demonstrates how easy it is to play musical instruments using basic input like natural locomotion, which is accessible to most. Unlike many musical instruments, our work allows individuals of all skill levels to…
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…
With the advancement of virtual reality (VR) technology, virtual displays have become integral to how museums, galleries, and other tourist destinations present their collections to the public. However, the current lack of immersion in…
Modern touchscreens utilize capacitive sensing technology to enable precise and robust multi-touch interaction. However, the broader expressive potential of the human hand remains underutilized, since most existing methods directly filter…
We first discuss respective advantages of language interaction in virtual worlds and of using 3D images in dialogue systems. Then, we describe an example of a verbal interaction system in virtual reality: Ulysse. Ulysse is a conversational…
Compared to real world tasks, completing tasks in a virtual environment (VE) seldom involves the whole spectrum of skills the human body offers. User input in a VE is commonly accomplished through simple finger gestures, such as walking in…
Training in motor skills such as athletics, dance, or gymnastics is not possible today except in the direct presence of the coach/instructor. This paper describes a computer vision based gesture recognition system which is used to…