Related papers: Evaluating Idle Animation Believability: a User Pe…
With captivating visual effects, stylized 3D character animation has gained widespread use in cinematic production, advertising, social media, and the potential development of virtual reality (VR) non-player characters (NPCs). However,…
Objects that move in response to the actions of a main character often make an important contribution to the visual richness of an animated scene. We use the term "secondary motion" to refer to passive motions generated in response to the…
Real-time animation of virtual characters has traditionally been accomplished by playing short sequences of animations structured in the form of a graph. These methods are time-consuming to set up and scale poorly with the number of motions…
In this paper, we address the problem of creating believable agents (virtual characters) in video games. We consider only one meaning of believability, ``giving the feeling of being controlled by a player'', and outline the problem of its…
A common vision from science fiction is that robots will one day inhabit our physical spaces, sense the world as we do, assist our physical labours, and communicate with us through natural language. Here we study how to design artificial…
Generating forward-backward self-representation leg animation in virtual environments for walking-in-place (WIP) techniques is an underexplored research topic. A challenging aspect of the problem is to find an appropriate mapping from…
Digital human avatars aim to simulate the dynamic appearance of humans in virtual environments, enabling immersive experiences across gaming, film, virtual reality, and more. However, the conventional process for creating and animating…
Acting, stand-up and dancing are creative, embodied performances that nonetheless follow a script. Unless experimental or improvised, the performers draw their movements from much the same stock of embodied schemas. A slavish following of…
Generative AI (GenAI) models have revolutionized animation, enabling the synthesis of humans and motion patterns with remarkable visual fidelity. However, generating truly realistic human animation remains a formidable challenge, where even…
Large vision-language models have achieved remarkable capabilities by training on massive internet-scale data, yet a fundamental asymmetry persists: while LLMs can leverage self-supervised pretraining on abundant text and image data, the…
The growing prevalence of realistic AI-generated videos on media platforms increasingly blurs the line between fact and fiction, eroding public trust. Understanding how people watch AI-generated videos offers a human-centered perspective…
Activity recognition is the ability to identify and recognize the action or goals of the agent. The agent can be any object or entity that performs action that has end goals. The agents can be a single agent performing the action or group…
Creating realistic 3D animation remains a time-consuming and expertise-dependent process, requiring manual rigging, keyframing, and fine-tuning of complex motions. Meanwhile, video diffusion models have recently demonstrated remarkable…
Recognizing Activities of Daily Living (ADL) is a vital process for intelligent assistive robots, but collecting large annotated datasets requires time-consuming temporal labeling and raises privacy concerns, e.g., if the data is collected…
Visual repetition is ubiquitous in our world. It appears in human activity (sports, cooking), animal behavior (a bee's waggle dance), natural phenomena (leaves in the wind) and in urban environments (flashing lights). Estimating visual…
Virtual Humans (VHs) were first developed more than 50 years ago and have undergone significant advancements since then. In the past, creating and animating VHs was a complex task. However, contemporary commercial and freely available…
In this paper, we present a study aimed at understanding whether the embodiment and humanlikeness of an artificial agent can affect people's spontaneous and instructed mimicry of its facial expressions. The study followed a mixed…
We present READ Avatars, a 3D-based approach for generating 2D avatars that are driven by audio input with direct and granular control over the emotion. Previous methods are unable to achieve realistic animation due to the many-to-many…
Most AI agents remain confined to an instrumental "command-execution" model, resulting in unequal, one-sided interactions. While recent works attempt to build relationships through hidden memory backends, these invisible processes often…
Classic evaluation methods of believable agents are time-consuming because they involve many human to judge agents. They are well suited to validate work on new believable behaviours models. However, during the implementation, numerous…