Related papers: Magical Experience with Full-body Action
Achieving realistic simulations of humans interacting with a wide range of objects has long been a fundamental goal. Extending physics-based motion imitation to complex human-object interactions (HOIs) is challenging due to intricate…
We present a museum installation in a 180{\deg} dome theater, which gives the museum visitor the experience of conducting a symphony orchestra. We have pre-recorded a short music piece performed by a professional orchestra. This recording…
This report presents MagicAvatar, a framework for multimodal video generation and animation of human avatars. Unlike most existing methods that generate avatar-centric videos directly from multimodal inputs (e.g., text prompts), MagicAvatar…
In this study, we compare the virtual and real gait parameters to investigate the effect of appearances of embodied avatars and virtual reality experience on gait in physical and virtual environments. We developed a virtual environment…
We introduce WonderJourney, a modularized framework for perpetual 3D scene generation. Unlike prior work on view generation that focuses on a single type of scenes, we start at any user-provided location (by a text description or an image)…
Immersiveness is the main characteristic of Virtual Reality(VR) applications. Precise integration between hardware design and software are necessary for providing a seamless virtual experience. Allowing the user to navigate the VR scene…
Virtual locomotion remains a challenge in VR, especially in space-limited environments where room-scale walking is impractical. We present LocoScooter, a low-cost, deployable locomotion interface combining foot-sliding on a compact…
To enhance motion comfort in (automated) driving we present biomechanical models and demonstrate their ability to capture vibration transmission from seat to trunk and head. A computationally efficient full body model is presented, able to…
Haptic feedback is an important component of creating an immersive mixed reality experience. Traditionally, haptic forces are rendered in response to the user's interactions with the virtual environment. In this work, we explore the idea of…
We conducted a study to systematically investigate the communication of complex dynamic processes along a two-dimensional design space, where the axes represent a representation's manifestation (physical or virtual) and operation (manual or…
The emotional response a person has to a living space is predominantly affected by light, color and texture as space-making elements. In order to verify whether this phenomenon could be replicated in a simulated environment, we conducted a…
This report describes a new experimental setup for human-in-the-loop simulations. A force feedback simulator with four axis motion has been setup for real-time driving experiments. The simulator will move to simulate the forces a driver…
Walking-in-place (WIP) is a locomotion technique that enables users to "walk infinitely" through vast virtual environments using walking-like gestures within a limited physical space. This paper investigates alternative interaction schemes…
Electrical muscle stimulation (EMS) can support physical-assistance (e.g., shaking a spray-can before painting). However, EMS-assistance is highly-specialized because it is (1) fixed (e.g., one program for shaking spray-cans, another for…
We present ActiveUMI, a framework for a data collection system that transfers in-the-wild human demonstrations to robots capable of complex bimanual manipulation. ActiveUMI couples a portable VR teleoperation kit with sensorized controllers…
Recent advances in 3D content generation have amplified demand for dynamic models that are both visually realistic and physically consistent. However, state-of-the-art video diffusion models frequently produce implausible results such as…
Round-the-clock monitoring of human behavior and emotions is required in many healthcare applications which is very expensive but can be automated using machine learning (ML) and sensor technologies. Unfortunately, the lack of…
This paper presents a new simulator for dynamic modelling of interactions between flooding and people in crowded areas. The simulator is developed in FLAMEGPU (a Flexible Large scale Agent-based Modelling Environment for the GPU), which…
This paper introduces CyanKitten, an interactive virtual companion system tailored for elderly users, integrating advanced posture recognition, behavior recognition, and multimodal interaction capabilities. The system utilizes a three-tier…
Humans navigate unfamiliar environments using episodic simulation and episodic memory, which facilitate a deeper understanding of the complex relationships between environments and objects. Developing an imaginative memory system inspired…